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Changing UGM....ideas....

(NEW IMPROVED IDEA FOR UGM...)


OK, here's a pretty cool thought. Let's see what you think about this for UGM.


(1) Everything about UGM stays the same except the natural ability check (checking the natural 2D throw vs stat for the natural ability bonus).

(2) The natural ability check will still be made, but instead of the natural roll being checked vs. the governor stat, each task would have a qualifier. When a character attempts a task, his governor stat is compared to the qualifier to get a DM or either -1DM, +0DM, +1DM, or +2DM.


Here's how it works....

(I'm really liking this idea as I write this...but who knows, that could change in about five seconds. I'll pop this out here and see if it sticks....but I really think this idea has promise.)


QUALIFIERS

Every task will have a "qualifier". Qualifiers range in level from 1-15. The default qualifier used on every task (unless specifically stated otherwise) is 7.

So, UGM tasks would look like this:

Standard Pilot throw governed by EDU/7

This would indicate an 8+ roll is required, using Pilot skill and EDU. The EDU qualifier is 7.

Challenging Communications throw governed by INT/4.

This would indicate a 12+ roll is required, using Communications skill, governed by INT, and the qualifier is 4.

(I'm sure Employee 2-4601, if UGM is converted to this method, would come up with a better way to write the task statement--he's good at that.)


===============================================

How do Qualifiers work?

You simply compare your governor stat to the task qualifier.

---> If your governor stat equals or exceeds the qualifier, you get a +1DM on your throw.

---> If your governor stat is at least twice the qualifier, you get a +2DM on your throw.

---> If your governor stat is less than the qualifier, no natural ability bonus or penalty is implemented on your throw.

---> If your governor stat is less than half the qualifier, then a -1DM is implemented on your throw.

===============================================


------------------------------------------------
So, since the default qualifier is 7....

Stat-1, Stat-2, and Stat-3...
Receives a -1DM on most task throws.

Stat-4, Stat-5, and Stat-6...
Receives a +0DM on most task throws.

Stat-7, Stat-8, Stat-9, Stat-10, Stat-11, Stat-12, and Stat-13...
Receives a +1DM on most task throws.

Stat-14 and Stat-15...
Receive a +2DM on most task throws.
------------------------------------------------


The GM, as he sees fit, can alter the task qualifier on any task, raising it or lowering it. This will be a method of tweaking difficulty.

Instead of giving the character a DM bonus or DM penalty for a situation, tweak the task qualifier.

For example, in combat, an opponent is knocked down. The GM decides that the standing character, standing over the downed opponent, is advantaged in combat. The GM rolls 1D and subtracts the result from 7. This lowers the task qualifier on the standing characters to-hit throw...possibly giving him a bonus to-hit if the character's STR is high enough.

As another example, consider a mechanic trying to make field repairs to damaged ship systems when the ship ran through turbulence while attempting to skim fuel from the local gas giant.

The GM decides that fixing the ship's system is a Standard task. The default qualifier is 7, of course.

But, if the mechanic doesn't have the correct tools to use on the task, the GM would raise the qualifier.

On the other hand, if the mechanic has the perfect tool for the job, then the qualifier could be lowered to 1 (which would provide a +2 on the task for Stat-2 and above).


===============================================

Zero-Level Default skills.

Every character in Classic Traveller has many Level-0 skills that are not recorded on the character's sheet. Anybody, for example, can pick up a shotgun and use it (everyone is considered as having Shotgun-0, but this skill is not typically written in the character's sheet).

Sometimes, though, you will see Shotgun-0 on a character's sheet. In the past (in CT), this has indicated the character's perferred weapon (barring any other higher-level weapon skill).

With task qualifiers, this type of thing could mean much more.

A Zero-Level skill indicated on the character's sheet indicates the character has rudimentary or introductry knowledge of the skill in question.

And, thus, a lower task qualifier is called for with regard to that skill.


So....

Most characters who flip over a bar in a typical Traveller Startown bar-fight and see a shotgun taped to the underside of the bar can grap that shotgun and use it normally with Shotgun-0 DEX/7.

But, a character who has Shotgun-0 on his sheet might use the skill with the qualifier DEX/3 (indicating that DEX-3 and above received a +1DM with the weapon, while DEX-6 and above receive a +2DM).

All types of Zero-Level skills can be effected this way.


===============================================

Qualifiers are basically just "aptitudes". If a character is somehow pre-disposed towards a skill, then lower the qualifier.

On the other and, if there is some reason that a character would generally be unfamiliar with a certain type of skill, then raise the qualifier.

And, everything the qualifier is not mentioned in a task throw, the qualifier defaults to 7.


Example.

The characters land on a planet and interact with some low-tech locals. There are no vehicles on the world, so the local populace is used to running around.

When the locals start chasing the PCs through across the plains, both the characters and the chasing indigs will make Routine END based task rolls--yet the characters will have a qualifier of 7 while the indigs will have a qualifier of 3 since they run everywhere they go.

The indigs are pre-disposed to running, so they are more likely to fair better on the run...even though the task is the same for both the characters and the indigs.


===============================================

There are a lot of uses for Task Qualifiers!

Take Tech Level, for example.

Let's say a character from a high tech world is attempting to pick the lock of a chest on a low tech world.

Picking high TL electromagnetic locks is much different than using picks to feel your way through the tumblers on an old fashioned lock.

The GM could use the TL of the planet as the qualifier on this task.

The same could be said of a medic from a TL 4 world trying to use a medkit from a TL 10 world.

To resolve this situation easily, the GM simply uses the TL 10 as the qualifier on the task (the medic from the TL 4 planet would get a -1DM on the roll if his EDU is 5-, no penalty or bonus if his EDU is 6-9, and a +1DM on the roll if his EDU is 10+...notice that the +2DM is not possible on this throw).


What do you guys think of altering UGM to use task qualifiers like this?
 
(NEW IMPROVED IDEA FOR UGM...)


OK, here's a pretty cool thought. Let's see what you think about this for UGM.


(1) Everything about UGM stays the same except the natural ability check (checking the natural 2D throw vs stat for the natural ability bonus).

(2) The natural ability check will still be made, but instead of the natural roll being checked vs. the governor stat, each task would have a qualifier. When a character attempts a task, his governor stat is compared to the qualifier to get a DM or either -1DM, +0DM, +1DM, or +2DM.


Here's how it works....

(I'm really liking this idea as I write this...but who knows, that could change in about five seconds. I'll pop this out here and see if it sticks....but I really think this idea has promise.)


QUALIFIERS

Every task will have a "qualifier". Qualifiers range in level from 1-15. The default qualifier used on every task (unless specifically stated otherwise) is 7.

So, UGM tasks would look like this:

Standard Pilot throw governed by EDU/7

This would indicate an 8+ roll is required, using Pilot skill and EDU. The EDU qualifier is 7.

Challenging Communications throw governed by INT/4.

This would indicate a 12+ roll is required, using Communications skill, governed by INT, and the qualifier is 4.

(I'm sure Employee 2-4601, if UGM is converted to this method, would come up with a better way to write the task statement--he's good at that.)


===============================================

How do Qualifiers work?

You simply compare your governor stat to the task qualifier.

---> If your governor stat equals or exceeds the qualifier, you get a +1DM on your throw.

---> If your governor stat is at least twice the qualifier, you get a +2DM on your throw.

---> If your governor stat is less than the qualifier, no natural ability bonus or penalty is implemented on your throw.

---> If your governor stat is less than half the qualifier, then a -1DM is implemented on your throw.

===============================================


------------------------------------------------
So, since the default qualifier is 7....

Stat-1, Stat-2, and Stat-3...
Receives a -1DM on most task throws.

Stat-4, Stat-5, and Stat-6...
Receives a +0DM on most task throws.

Stat-7, Stat-8, Stat-9, Stat-10, Stat-11, Stat-12, and Stat-13...
Receives a +1DM on most task throws.

Stat-14 and Stat-15...
Receive a +2DM on most task throws.
------------------------------------------------


The GM, as he sees fit, can alter the task qualifier on any task, raising it or lowering it. This will be a method of tweaking difficulty.

Instead of giving the character a DM bonus or DM penalty for a situation, tweak the task qualifier.

For example, in combat, an opponent is knocked down. The GM decides that the standing character, standing over the downed opponent, is advantaged in combat. The GM rolls 1D and subtracts the result from 7. This lowers the task qualifier on the standing characters to-hit throw...possibly giving him a bonus to-hit if the character's STR is high enough.

As another example, consider a mechanic trying to make field repairs to damaged ship systems when the ship ran through turbulence while attempting to skim fuel from the local gas giant.

The GM decides that fixing the ship's system is a Standard task. The default qualifier is 7, of course.

But, if the mechanic doesn't have the correct tools to use on the task, the GM would raise the qualifier.

On the other hand, if the mechanic has the perfect tool for the job, then the qualifier could be lowered to 1 (which would provide a +2 on the task for Stat-2 and above).


===============================================

Zero-Level Default skills.

Every character in Classic Traveller has many Level-0 skills that are not recorded on the character's sheet. Anybody, for example, can pick up a shotgun and use it (everyone is considered as having Shotgun-0, but this skill is not typically written in the character's sheet).

Sometimes, though, you will see Shotgun-0 on a character's sheet. In the past (in CT), this has indicated the character's perferred weapon (barring any other higher-level weapon skill).

With task qualifiers, this type of thing could mean much more.

A Zero-Level skill indicated on the character's sheet indicates the character has rudimentary or introductry knowledge of the skill in question.

And, thus, a lower task qualifier is called for with regard to that skill.


So....

Most characters who flip over a bar in a typical Traveller Startown bar-fight and see a shotgun taped to the underside of the bar can grap that shotgun and use it normally with Shotgun-0 DEX/7.

But, a character who has Shotgun-0 on his sheet might use the skill with the qualifier DEX/3 (indicating that DEX-3 and above received a +1DM with the weapon, while DEX-6 and above receive a +2DM).

All types of Zero-Level skills can be effected this way.


===============================================

Qualifiers are basically just "aptitudes". If a character is somehow pre-disposed towards a skill, then lower the qualifier.

On the other and, if there is some reason that a character would generally be unfamiliar with a certain type of skill, then raise the qualifier.

And, everything the qualifier is not mentioned in a task throw, the qualifier defaults to 7.


Example.

The characters land on a planet and interact with some low-tech locals. There are no vehicles on the world, so the local populace is used to running around.

When the locals start chasing the PCs through across the plains, both the characters and the chasing indigs will make Routine END based task rolls--yet the characters will have a qualifier of 7 while the indigs will have a qualifier of 3 since they run everywhere they go.

The indigs are pre-disposed to running, so they are more likely to fair better on the run...even though the task is the same for both the characters and the indigs.


===============================================

There are a lot of uses for Task Qualifiers!

Take Tech Level, for example.

Let's say a character from a high tech world is attempting to pick the lock of a chest on a low tech world.

Picking high TL electromagnetic locks is much different than using picks to feel your way through the tumblers on an old fashioned lock.

The GM could use the TL of the planet as the qualifier on this task.

The same could be said of a medic from a TL 4 world trying to use a medkit from a TL 10 world.

To resolve this situation easily, the GM simply uses the TL 10 as the qualifier on the task (the medic from the TL 4 planet would get a -1DM on the roll if his EDU is 5-, no penalty or bonus if his EDU is 6-9, and a +1DM on the roll if his EDU is 10+...notice that the +2DM is not possible on this throw).


What do you guys think of altering UGM to use task qualifiers like this?
 
I think I'm onto a major overhaul here for UGM using these qualifiers.

Not only does the qualifiers make stats more useful in the game, it gives the GM a very logicl and powerful tool in customizing the universe.


For example:

Let's say a player puts some money into his favorite AutoPistol. He has a special site put on it, and a grip is designed specifically for his hands. He "knows" this particular weapon because he shoots 100 rounds with it a week at a target range.

Lower the qualifier on that weapon for that character. Any other AutoPistol he picks up will have a qualifier of 7 (the default).


Or...

Look at the Cutlass. Typical Cutlasses will have the default qualifier of 7. Those that are made by a mass-market company, cheaply stamped out steel with cheap handles, may be less expensive than a standard Cutlass. Those will have higher qualifiers associated with them.

But, let's say one of the characters tracks down a company that produces Cutlasses with some type of high-tech carbon fiber blade--it never dulls, always holding its edge. The weapon is perfectly balanced, and like a superior golf club, this one feels "right" when wielded.

This weapon will have a lower qualifier.

Maybe the characters find an old hulk drifting through space. On board, there is various cargo--including a case of Broadswords. But, these Broadswords have been fire-damaged or vacuum-damaged (they were close to the decompression that occured when the ship was destroyed). The GM rules that these Broadswords are serviceable but will be penalized with a higher qualifier than regular Broadswords.


===============================================

Consider the Club.

The club can be anything from a tree branch, to a piece of drift wood, to a table leg, to a piece of carved wood with iron bands specifically made as a weapon.

All of these weapons would have different qualifiers on them--even though they're all clubs.

A club made for fighting sporting spikes might have a qualifier of STR/5. An overbalanced club, made from a tree branch, that is not quite straight, might have a qualifier of STR/8.


===============================================
Or consider dynamic-linked panels aboard starships.

On the Pilot's own starship, he's got his own panel set-up that he's used to. He knows where ever control is--where every guage and read-out displays information. He's very comfortable with this panel, so he'll use a low qualifier when making Piloting skill checks.

But, put the same Pilot, making the same type of roll, on another spacecraft, and the difficulty level of the exact same task stays the same--but the qualifier for the task would raise (probably become the default of 7) because the Pilot is in an unfamiliar ship.

Ever changed cars with someone--it always takes a trip or two to become completely comfortable with the new car, doesn't it?


Let's say our Pilot goes aboard an alien spacecraft--like a K'kree vessel. The panel can support humans, and the controls can be switched to Galanglic simply by hitting a switch--but there is still a bit of uncomfortable-ness the pilot will express in dealing with these foreign controls.

The GM will simply raise the Piloting task qualifiers.


===============================================
FOLKS--

I think what you're seeing here is the BIRTH of the new and improved UGM task system.

This all makes a lot of sense to me. It customizes the game, and I like the effect that this has on a character's stats in play.


Qualifiers don't have to be set-in-stone. They can be variable.

When a character with AutoPistol-0 picks up a weapon, he might have it at qualifier DEX/5.

Then, as he uses the weapon in firefights, becomes used to it, that lowers to DEX/3.

He might go to another world and find an AutoPistol manufactured by a company that has a bad design for the iron site. Make it DEX/8.

Our character might pick up a Droyne AutoPistol--a weapon he can use (his hand will fit it)--but it's alien design warrants a qualifier DEX/10.


What do you think? Have we finally perfected the ultimate CT task system?
 
I think I'm onto a major overhaul here for UGM using these qualifiers.

Not only does the qualifiers make stats more useful in the game, it gives the GM a very logicl and powerful tool in customizing the universe.


For example:

Let's say a player puts some money into his favorite AutoPistol. He has a special site put on it, and a grip is designed specifically for his hands. He "knows" this particular weapon because he shoots 100 rounds with it a week at a target range.

Lower the qualifier on that weapon for that character. Any other AutoPistol he picks up will have a qualifier of 7 (the default).


Or...

Look at the Cutlass. Typical Cutlasses will have the default qualifier of 7. Those that are made by a mass-market company, cheaply stamped out steel with cheap handles, may be less expensive than a standard Cutlass. Those will have higher qualifiers associated with them.

But, let's say one of the characters tracks down a company that produces Cutlasses with some type of high-tech carbon fiber blade--it never dulls, always holding its edge. The weapon is perfectly balanced, and like a superior golf club, this one feels "right" when wielded.

This weapon will have a lower qualifier.

Maybe the characters find an old hulk drifting through space. On board, there is various cargo--including a case of Broadswords. But, these Broadswords have been fire-damaged or vacuum-damaged (they were close to the decompression that occured when the ship was destroyed). The GM rules that these Broadswords are serviceable but will be penalized with a higher qualifier than regular Broadswords.


===============================================

Consider the Club.

The club can be anything from a tree branch, to a piece of drift wood, to a table leg, to a piece of carved wood with iron bands specifically made as a weapon.

All of these weapons would have different qualifiers on them--even though they're all clubs.

A club made for fighting sporting spikes might have a qualifier of STR/5. An overbalanced club, made from a tree branch, that is not quite straight, might have a qualifier of STR/8.


===============================================
Or consider dynamic-linked panels aboard starships.

On the Pilot's own starship, he's got his own panel set-up that he's used to. He knows where ever control is--where every guage and read-out displays information. He's very comfortable with this panel, so he'll use a low qualifier when making Piloting skill checks.

But, put the same Pilot, making the same type of roll, on another spacecraft, and the difficulty level of the exact same task stays the same--but the qualifier for the task would raise (probably become the default of 7) because the Pilot is in an unfamiliar ship.

Ever changed cars with someone--it always takes a trip or two to become completely comfortable with the new car, doesn't it?


Let's say our Pilot goes aboard an alien spacecraft--like a K'kree vessel. The panel can support humans, and the controls can be switched to Galanglic simply by hitting a switch--but there is still a bit of uncomfortable-ness the pilot will express in dealing with these foreign controls.

The GM will simply raise the Piloting task qualifiers.


===============================================
FOLKS--

I think what you're seeing here is the BIRTH of the new and improved UGM task system.

This all makes a lot of sense to me. It customizes the game, and I like the effect that this has on a character's stats in play.


Qualifiers don't have to be set-in-stone. They can be variable.

When a character with AutoPistol-0 picks up a weapon, he might have it at qualifier DEX/5.

Then, as he uses the weapon in firefights, becomes used to it, that lowers to DEX/3.

He might go to another world and find an AutoPistol manufactured by a company that has a bad design for the iron site. Make it DEX/8.

Our character might pick up a Droyne AutoPistol--a weapon he can use (his hand will fit it)--but it's alien design warrants a qualifier DEX/10.


What do you think? Have we finally perfected the ultimate CT task system?
 
I've had to read this four times to understand it, I therfore consider it too complicated ;)

More seriously, it does add a complicating factor that many referee's may find difficult to impliment "on the fly".

If you have to decide on the difficulty for a skill roll and how big the stat qualifier should be then I think it will put off a lot of refs from using it.

I like the simplicity and elegance of UGM, it is quick to use. I fear that the characteristic qualifier will lead to confusion.

But I'll give it a try, and see what they think.
 
I've had to read this four times to understand it, I therfore consider it too complicated ;)

More seriously, it does add a complicating factor that many referee's may find difficult to impliment "on the fly".

If you have to decide on the difficulty for a skill roll and how big the stat qualifier should be then I think it will put off a lot of refs from using it.

I like the simplicity and elegance of UGM, it is quick to use. I fear that the characteristic qualifier will lead to confusion.

But I'll give it a try, and see what they think.
 
Originally posted by Sigg Oddra:
I've had to read this four times to understand it, I therfore consider it too complicated ;)
I think it's because I'm so long-winded that people give up reading my long posts (which is why I typically try to write multiple short posts).


It's very, very simple, though. Forget about official UGM (as it stands now where you compare your natural roll to your stat).

Using the UGM this way will be a two step process.


COMPARE: Task governor stat to qualifier--derive DM (-1DM, +0DM, +1DM, or +2DM).

THEN ROLL: 2D +mods for 8+


That's it.


It's really no more complicated than UGM as it stands now officially. Instead of comparing your natural 2D roll to your stat to derive a DM, you're comparing your stat to the task qualifier instead.

You'll know your DM before you make the roll.
 
Originally posted by Sigg Oddra:
I've had to read this four times to understand it, I therfore consider it too complicated ;)
I think it's because I'm so long-winded that people give up reading my long posts (which is why I typically try to write multiple short posts).


It's very, very simple, though. Forget about official UGM (as it stands now where you compare your natural roll to your stat).

Using the UGM this way will be a two step process.


COMPARE: Task governor stat to qualifier--derive DM (-1DM, +0DM, +1DM, or +2DM).

THEN ROLL: 2D +mods for 8+


That's it.


It's really no more complicated than UGM as it stands now officially. Instead of comparing your natural 2D roll to your stat to derive a DM, you're comparing your stat to the task qualifier instead.

You'll know your DM before you make the roll.
 
Originally posted by Sigg Oddra:
More seriously, it does add a complicating factor that many referee's may find difficult to impliment "on the fly".
That's a very fair observation.

And here's the deal: Don't use anything but the default qualifier of 7 unless the task is jumping out at you, begging you to make a change.

So, for most tasks (until you are familiar and comfortable with the system), don't worry about changing the task qualifier at all. Every task qualifier will be 7.


Then, as you use the system, and your players are comfortable with always comparing their stat to the default of 7, you can start implementing changes BUT ONLY CHANGE THE DEFAULT WHEN NECESSARY.

*** Character has a favorite weapon that he's used the past three game sessions? Lower the qualifier.

*** Noble character is considered to have the highest-quality equipment? Lower the qualifier.

*** Character is trying to operate a device he's used to but it is also somehow alien (an Engineer is perusing the jump drives of a Zhodani vessel--everything is labled in the Zho language!), raise the qualifier.


=============================================

Maybe we can come up with some guidelines on how far to raise/lower the qualifier.

First off, the qualifiers are on the same scale as stats: 1-15. Which means "7" is average (default), "2" is very low, and "15" is the hardest qualifier known to man.

That's rule of thumb number one.

We could come up with other rule-of-thumb mechanics.

Of the top of my head, I'd say that anybody with Dagger skill can lower the qualfier for dagger tasks in an amount equal to his skill level.

So, somebody with Dagger-1 would throw dagger tasks with a qualifier of STR/6 (instead of the default STR/7).

Sombody with AutoPistol-3 would throw AutoPistol tasks with the qualifier DEX/4.

Somebody with Pilot-4 would throw Piloting task rolls with a qualifier of EDU/3.


Remember, all we're doing is using stat comparison to add a -1DM, a +0DM, a +1DM, or a +2DM to the roll.


I'd say you'd have to use common sense with picking task qualifiers.

If it's something a GM is confused about, then simply use the default qualifier of 7 and move on with the game.

But, if you're on a planet where two characters are have fallen into a lake: One is from a desert world and one is from a water world, but both have Swimming-0. Then lower the qualifier for the character from the water world and raise the qualifier for the character from the desert world.


If you find that choosing qualifiers is bogging down the game in disucssion (which will be likely until the players are used to using the mechanic), simply use this rule of thumb: Advantaged characters use the default of 7 - 1D as a qualifier. DisAdvanaged characters use the default of 7 + 1D as a qualifier.


===============================================

--1-- Always use the default qualifier of 7 unless the task specifically calls for a qualifier change.

--2-- Use skill level to decrease the default qualifier.

--3-- Use the simple mechanic of default qualifier 7 + 1D when a character is disadvantaged.

--4-- Use the simple mechanic of default qualifier 7 - 1D when a character is disadvantaged.

==============================================

Start off using those four guidelines (mostly guideline 1), and the system should be very easy to use.
 
Originally posted by Sigg Oddra:
More seriously, it does add a complicating factor that many referee's may find difficult to impliment "on the fly".
That's a very fair observation.

And here's the deal: Don't use anything but the default qualifier of 7 unless the task is jumping out at you, begging you to make a change.

So, for most tasks (until you are familiar and comfortable with the system), don't worry about changing the task qualifier at all. Every task qualifier will be 7.


Then, as you use the system, and your players are comfortable with always comparing their stat to the default of 7, you can start implementing changes BUT ONLY CHANGE THE DEFAULT WHEN NECESSARY.

*** Character has a favorite weapon that he's used the past three game sessions? Lower the qualifier.

*** Noble character is considered to have the highest-quality equipment? Lower the qualifier.

*** Character is trying to operate a device he's used to but it is also somehow alien (an Engineer is perusing the jump drives of a Zhodani vessel--everything is labled in the Zho language!), raise the qualifier.


=============================================

Maybe we can come up with some guidelines on how far to raise/lower the qualifier.

First off, the qualifiers are on the same scale as stats: 1-15. Which means "7" is average (default), "2" is very low, and "15" is the hardest qualifier known to man.

That's rule of thumb number one.

We could come up with other rule-of-thumb mechanics.

Of the top of my head, I'd say that anybody with Dagger skill can lower the qualfier for dagger tasks in an amount equal to his skill level.

So, somebody with Dagger-1 would throw dagger tasks with a qualifier of STR/6 (instead of the default STR/7).

Sombody with AutoPistol-3 would throw AutoPistol tasks with the qualifier DEX/4.

Somebody with Pilot-4 would throw Piloting task rolls with a qualifier of EDU/3.


Remember, all we're doing is using stat comparison to add a -1DM, a +0DM, a +1DM, or a +2DM to the roll.


I'd say you'd have to use common sense with picking task qualifiers.

If it's something a GM is confused about, then simply use the default qualifier of 7 and move on with the game.

But, if you're on a planet where two characters are have fallen into a lake: One is from a desert world and one is from a water world, but both have Swimming-0. Then lower the qualifier for the character from the water world and raise the qualifier for the character from the desert world.


If you find that choosing qualifiers is bogging down the game in disucssion (which will be likely until the players are used to using the mechanic), simply use this rule of thumb: Advantaged characters use the default of 7 - 1D as a qualifier. DisAdvanaged characters use the default of 7 + 1D as a qualifier.


===============================================

--1-- Always use the default qualifier of 7 unless the task specifically calls for a qualifier change.

--2-- Use skill level to decrease the default qualifier.

--3-- Use the simple mechanic of default qualifier 7 + 1D when a character is disadvantaged.

--4-- Use the simple mechanic of default qualifier 7 - 1D when a character is disadvantaged.

==============================================

Start off using those four guidelines (mostly guideline 1), and the system should be very easy to use.
 
Hey Sig...

Thinking...thinking.

I think you have a more than fair point about this qualifier idea bogging down the game. I sure as heck won't change official UGM unless I'm damn sure I've figured a better idea.

This whole thread is about thinking out loud with regards to the UGM.


It seems that the qualifier idea needs more structure.

Structure = No Game Bog.


What about this...


Change the default qualifiers from 7 to those listed below:

4.....Easy tasks
6.....Routine tasks
8.....Standard tasks
10....Difficult tasks
12....Challenging tasks
14....Formidable tasks
15....Impossible tasks

Then, simply subtract skill level from the task default.

Wa-laaa. Structure.


============================================


Combat tasks have a default qualifier of 8 (Standard Difficulty).

A person with Skill-1 would have a 7 qualifier. A person with Skill-2 would have a 6 qualifier. A person with Skill-3 would have a 5 qualifier, etc.


Easy tasks have a qualifier of 4. Any character with Skill-3 or above would have a qualifier of 1 on these tasks (gaining +2DM on any task roll).


How about this idea for structure?


I'm thinking that, 99% of the time, we use these defaults, modified by skill level. Then, the GM, when he wants to (every once in a while) can come in a monkey with the qualifier for specific circumstances.
 
Hey Sig...

Thinking...thinking.

I think you have a more than fair point about this qualifier idea bogging down the game. I sure as heck won't change official UGM unless I'm damn sure I've figured a better idea.

This whole thread is about thinking out loud with regards to the UGM.


It seems that the qualifier idea needs more structure.

Structure = No Game Bog.


What about this...


Change the default qualifiers from 7 to those listed below:

4.....Easy tasks
6.....Routine tasks
8.....Standard tasks
10....Difficult tasks
12....Challenging tasks
14....Formidable tasks
15....Impossible tasks

Then, simply subtract skill level from the task default.

Wa-laaa. Structure.


============================================


Combat tasks have a default qualifier of 8 (Standard Difficulty).

A person with Skill-1 would have a 7 qualifier. A person with Skill-2 would have a 6 qualifier. A person with Skill-3 would have a 5 qualifier, etc.


Easy tasks have a qualifier of 4. Any character with Skill-3 or above would have a qualifier of 1 on these tasks (gaining +2DM on any task roll).


How about this idea for structure?


I'm thinking that, 99% of the time, we use these defaults, modified by skill level. Then, the GM, when he wants to (every once in a while) can come in a monkey with the qualifier for specific circumstances.
 
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