aramis; thanks for the mechanical breakdown. What I'm not understanding though is that there seems to be a disdain for even the concept of a task system.
What I keep finding is that the task system complicates the game needlessly. What should and can be a simple throw becomes a fairly complicated process.
I've been particpating in the
T5 Sensors thread, and I think that chapter is the perfect example of what I am talking about.
What happened with Sensors in MT? Players wanted to make a sensor task, so they just looked at the difficulty associated with the type of sensor that they wanted to use. Roll 2D, add in Skill and Stat mods, check vs. target. Boom. Done.
With T5 Sensors task, here's what the players will have to go through.
1. Look up TL of Sensor to find base target number.
2. Add Skill and Stat to the base, plus any other mods.
3. Figure the Size minus Range mod, and add that to the target.
4. Then look up how many dice are needed for the difficulty. Attack Range for spacecraft is Space Range 6, 7, and 8.
5. Check to see if the This Is Hard rule applies. Probably does unless Sensor operator has an extremely high skill. This is +1D to difficulty.
6. Then, roll a number of D6 based on Range (plus 1D if TiH). So, at Attack Range, you're rolling 6D, 7D, or 8D (+1D for TiH)...up to 9D for standard combat sensor tasks. Add all of those suckers up and look for Spectacular Success or Spectacular Failure.
Plus, another die is rolled for Uncertainty. So, now, we're talking about up to 10D being thrown for a standard combat sensor task.
7. The Ref rolls 1D secretly. The Player's Uncertainty die is subtracted from the Ref's Uncertainty die, to give the entire Sensor scan a bit of uncertainty (it could lower or raise the total of the throw by 0-5 points).
8. Once you've added up all those dice and added in the effects of the Uncrtainty die, you've got a total throw to compare to your target number to see if the task was passed.
The only reason that the sensor task contain all those parts is because of the convoluted task system. It's not game-speed friendly at all (imo). A better, more user-friendly task system would cut out a lot of steps.
I believe Spectacular Failure is not overly problematic; it is the Spectacular Success chance that is the big problem, mathematically.
Mechanically, it's an OK mechanic, but I think in practice, it will not come up in a game very often (except in circumstances, like with Sensor tasks, where a ton of dice are thrown, and then chance of SF can get quite high).
good point about the undervaluing of skills. Skill-1 is totally swamped by the attribute. That doesn't seem right.
The This Is Hard Rule does a pretty good job of making skills important to a task throw, putting skill on equal footing with stat.
As a CT guy (and a more realistic thinker, when it comes to this), I think skill should overweight stat.