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CT Only: CT Attribute Throws

Musing over some CT stuff I had in a box the other day, it struck me that there's not a lot of examples of attribute only throws. What am I talking about? Throws where no skill really applies--a throw that is mainly focused on a character's stats. An example would be a throw to force open a stuck hatch. Most Refs would make some sort of STR based throw.

In the game, there's the roll to throw blades that one can use as an example. Throw 18+, using the full DEX score as a modifier (other modifiers also listed).

Another idea is to just come up with a target number for a 2D throw, then add in a modifier if the important attribute is X. For example, a rock is falling off a cliff. The character only has a split second to react by jumping out of the way. Roll 2D for 8+, using a +1 if DEX 10+, and a +2 if DEX 13+.

Note that the modifiers can be greater, if needed.

A throw suggested by Marc Miller in the Traveller Adventure is to roll 2D for a stat or less. For example, there is a spider-analogue above a doorway to an Ancient Pyramid. Does the PC notice the spider before it has a chance to plop down on the character? Roll 2D for INT or less.

For situations that are meant to be very hard, try rolling 3D for stat or less.





ANOTHER METHOD

It's been a while since I've used this, but way back in the day, I sometimes used this method:

1. Pick a target number for a 2D throw--usually in the 4-12 range.

2. Compare attribute to the target. If the stat is higher than the target number, then add a +1 modifier. If the stat is at least twice the target, then add a +2 modifier, and so on.

3. Optionally, you can also do the reverse have have penalty DMs. If a stat is lower than the target, then use a -1 DM. If the target is twice as large as the stat, then use a -2 DM.



As an example, let's say that the PCs have encountered an set of numbers scratched into the stone of an old cave that they are exploring. The numbers are meaningless without context. The Ref decides to give the Navigator among the explorers a chance to recognize that the numbers are three dimensional coordinates to a point in space.

The target number is 5+, and the PC has EDU 11. Obviously, the player has a +2 on this throw because his stat is twice the target. The throw is 2D +2 for 5+.
 
Hmm - is your name Paul Elliot?

Nope. Kenneth Bearden. But, I remember Paul from the old TML days.

You remember me as WJP here on the forum back when you were Sigg Oddra (or something like that).



(BTW, Paul incorrectly calls DGP's task system the "UTS". It is actually called the UTP - the Universal Task Profile.)

Commentary on Paul's system that you linked: I disagree that CT used a "no skill" penalty often. Actually, it's not that often. There are many throws done with a simple 2D throw. For example, there is no penalty listed for not having the Medical skill.



In 2004 I posted this link which I'd come across:

http://www.geocities.com/zozergames/fbotr.html


Not me. I have written several task systems, though. Some are in my sig. The Universal Game Mechanic is mine, and Rule 68A, among others.
 
I like the simple system you mentioned that Marc used in TTA.

I like simple. I don't like coming up with pfa numbers that you somehow decide represent Routine, Challenging, Impossible or whatever.

2 dice, roll under the ability. Elegant.
 
A throw suggested by Marc Miller in the Traveller Adventure is to roll 2D for a stat or less. For example, there is a spider-analogue above a doorway to an Ancient Pyramid. Does the PC notice the spider before it has a chance to plop down on the character? Roll 2D for INT or less.

I've house-ruled a system similar to that, but incorporating the defined difficulty levels from the DGP system. In short form it is:

Roll 2D+difficulty DM for the characteristic or less in order to succeed.

Simple: DM -3
Routine: DM +0
Difficult: DM +3
Formidable: DM +6

With the levels of difficulty, PCs that have stats above 12 are not guaranteed success, while PCs with low stats are likely to fail at the harder tasks. There is no need to come up with stat breakpoints for every activity.

For example: PC “Joe Average” falls from a cliff. Referee says it's a Difficult task to avoid falling damage. Joe rolls a 6 :), but adds 3 to the roll for the difficulty level, making 9. 9>7, so Joe takes falling damage :(.

Cheers,
Bob W.
 
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