mike wightman
SOC-14 10K
CT has a "task system", it is just hidden rather than explicitly stated.
The first thing is to get rid of the notion that the examples of how skills are used are to be used every single time that skill comes up.
Let's call the examples rule 1.
Rule 2 is this:
Now in the spirit or rule 2 I would suggest that if the referee is unhappy with the situation throw they generate on the roll of 2d roll another die and pick the highest two die results to sum in order to generate the situation throw. For a really challenging situation sum the 3d, and if the number is still not high enough roll a fourth (choose the highest three to sum)
The first thing is to get rid of the notion that the examples of how skills are used are to be used every single time that skill comes up.
Let's call the examples rule 1.
Rule 2 is this:
Rule 3. If as a referee you can not decide on a situation target number then MWM suggests:Skills and the Referee: It is impossible for any table of information to cover all aspects of every potential situation, and the above listing is by no means complete in its coverage of the effects of skills. This is where the referee becomes an important part of the game process. The above listing of skills and game effects must necessarily be taken as a guide, and followed, altered, or ignored as the actual situation dictates.
The two bit I highlighted are where role playing can come in, if the player wants the DM they have to make an attempt to say how the character earns the DM or mitigate the negative (if possible).Situation Throws: In the absence of any other guidance, the referee may always resort to the situation throw. When an incident first occurs, throw two dice to determine its relative severity. A low roll means that it is easy, a high roll means comparative difficulty. The number achieved is now the situation number. The player characters involved, when they attempt to deal with the situation, must roll the situation number or higher on two dice. They are, of course, allowed DMs based on any appropriate skills. Tools, assistance, and equipment may also provide beneficial DMs; weather, haste, adverse environment, or other handicaps may impose negative DMs. It is even possible for a referee to make the situation number greater than 12, thus making success impossible unless the players can provide necessary skills or tools with DMs to get their throw also above 12.
Now in the spirit or rule 2 I would suggest that if the referee is unhappy with the situation throw they generate on the roll of 2d roll another die and pick the highest two die results to sum in order to generate the situation throw. For a really challenging situation sum the 3d, and if the number is still not high enough roll a fourth (choose the highest three to sum)
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