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CT-What was right

Originally posted by Sigg Oddra:
Things I like about CT:
the character generation gamble
I love the concept of the player not having complete control over the character generation. You brought up other good points too, but I don’t have wet dreams about those so I won’t comment on them.
 
Originally posted by Sigg Oddra:
Things I like about CT:
the character generation gamble
I love the concept of the player not having complete control over the character generation. You brought up other good points too, but I don’t have wet dreams about those so I won’t comment on them.
 
Hirch,

Respectfully, I disagree. I think a simple task system actually can make gameplay easier for everyone, and certainly helps make things consistent. The trick - as always - is knowing when to stop adding chrome and special circumstances.

But one can certainly play an enjoyable game of CT without it. Use what works for you & your group.

- John
 
Hirch,

Respectfully, I disagree. I think a simple task system actually can make gameplay easier for everyone, and certainly helps make things consistent. The trick - as always - is knowing when to stop adding chrome and special circumstances.

But one can certainly play an enjoyable game of CT without it. Use what works for you & your group.

- John
 
Well, and that's the problem with any system: when you start looking at all those things outside the nice, one-size-fits-all package. RoleMaster (the original) had a very nice static task system - you know, anything that didn't require movement, etc. Well, then you started looking at the exceptions (and the non-static tasks) and you needed a multi-page set of tables to cover all the exceptions. About the only thing that I didn't like with RM. :(

Therefore, there shall be no standard tasks allowed!
file_22.gif
omega.gif
toast.gif
 
Well, and that's the problem with any system: when you start looking at all those things outside the nice, one-size-fits-all package. RoleMaster (the original) had a very nice static task system - you know, anything that didn't require movement, etc. Well, then you started looking at the exceptions (and the non-static tasks) and you needed a multi-page set of tables to cover all the exceptions. About the only thing that I didn't like with RM. :(

Therefore, there shall be no standard tasks allowed!
file_22.gif
omega.gif
toast.gif
 
Looking up what each skill does, how much DM one level of skill provided, is the skill roll a roll high or a roll low etc. lead to my first ever rpg house rule.

Roll 8+ for a normal test of skill, or 12+ for a difficult one.

Never bothered to design tasks and what-not, just made it up.

Still works today ;)
 
Looking up what each skill does, how much DM one level of skill provided, is the skill roll a roll high or a roll low etc. lead to my first ever rpg house rule.

Roll 8+ for a normal test of skill, or 12+ for a difficult one.

Never bothered to design tasks and what-not, just made it up.

Still works today ;)
 
Originally posted by hirch duckfinder:
--- well ok then, ct had an excellent task system because it was not too formalised and left scope for the ref to relentlessly persue the narrative, all arguments i've heard against this centre on the idea that the ref cannot be trusted....strange for an rpg i think.

but perhaps this belongs in another thread? [/QB]
Perhaps it does, but the task system By DGP was one of the best things ever to happen in the gaming industry. I consider it part of CT most of the timme, but since it wasn't officially part of CT, I didn't mention it.

And my arguments for a task system are as a ref: they make my job easier by providing a consistent set of labels/breakpoints of difficulty, a consistent means of using skills, a consistent method of assessing penalties, and a short form (one sentence) descriptor of what to do for a particular adventure-action comment (instead of the paragraph so common in mainstream CT).
 
Originally posted by hirch duckfinder:
--- well ok then, ct had an excellent task system because it was not too formalised and left scope for the ref to relentlessly persue the narrative, all arguments i've heard against this centre on the idea that the ref cannot be trusted....strange for an rpg i think.

but perhaps this belongs in another thread? [/QB]
Perhaps it does, but the task system By DGP was one of the best things ever to happen in the gaming industry. I consider it part of CT most of the timme, but since it wasn't officially part of CT, I didn't mention it.

And my arguments for a task system are as a ref: they make my job easier by providing a consistent set of labels/breakpoints of difficulty, a consistent means of using skills, a consistent method of assessing penalties, and a short form (one sentence) descriptor of what to do for a particular adventure-action comment (instead of the paragraph so common in mainstream CT).
 
Note that in Adventure 1 it is suggested that you roll under an attribute for most tasks-- while adding appropriate skill bonuses to the target.

Something like that.

Check out the notes on page 2 or so. I saw it the other day and thought, "hey... GURPS existed in the 70s!"

 
Note that in Adventure 1 it is suggested that you roll under an attribute for most tasks-- while adding appropriate skill bonuses to the target.

Something like that.

Check out the notes on page 2 or so. I saw it the other day and thought, "hey... GURPS existed in the 70s!"

 
{aramis whips out the Anti-TNE Gun and beats Sigg with it...}

Seriously, tho', yeah, it can lead that way.
 
{aramis whips out the Anti-TNE Gun and beats Sigg with it...}

Seriously, tho', yeah, it can lead that way.
 
Good idea, Sigg. Wouldn't whole dice be a bit granular though? I think we'd need to be able to fine tune it a bit more, maybe with half dice?


Or we could use d4 sometimes?
 
Good idea, Sigg. Wouldn't whole dice be a bit granular though? I think we'd need to be able to fine tune it a bit more, maybe with half dice?


Or we could use d4 sometimes?
 
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