Impression from the Tasks and Skills
MGT uses a task system not unlike the CT combat system - roll 2d6+DMs, 8+ is a success.
Not unlike the Universal Game Mechanic.
The most common DMs are characteristic DMs, skill DMs and difficulty DMs (yes, difficulty is a DM to the roll). Characteristic DMs usually range from -1 to +1, unless the character has extreme characteristics (2 or less or 12 or more) - this is a good thing as the 2d6 curve is very sensitive to DMs.
My biggest gripe in the playtest was the stat bloat due to DMs. Have they minimized those? If so, I'll put another point on the "plus" side of the MGT opinion.
Can you list the exact DMs they went with?
This also means that a professional (skill 2+) would usually benefit much more from his skill than from his characteristics, which is in accord with the basic Traveller assumptions.
That's a good thing, too. I saw somewhere that "professional" level skill is Skill-2, instead of Skill-3, as it is in CT. I think the exampe was for a doctor, being a Medical-2 instead of a Medical-3.
Can you confirm?
In other words, use a task only when relevant to the drama. I like that approach.
Interesting they say that, but isn't that RPG 101? Doesn't everybody, without exception, already play that way?
You could use the same skill with different characteristic DMs at different occasions - for example, while shooting uses the appropriate Gun Combat specialization and the Dexterity DM, identifying the brand of a gun in a weapon bazaar would use the appropriate Gun Combat specialization and the Education DM. This is nice, intuitive and flexible.
This is nice. I started doing this on my own years ago. CT does it, of course, with its loose task system.
When MT came around, it seems that tasks were tied to specific stats and skills. Sometimes, there were two choices of stat per skill, but most were one stat married to one skill. Other editions of Traveller followed this idea.
I'm glad to see the flexibility put back into the game. That's another "plus".
Timing and Effect have been totally revised from the initial playtest concepts. Timing uses an additional (separate) 1d6, which is then multiplied by the time interval of the task at hand.
I'd like to see an example played out so that I can understand the change better.
A cool new concept in MGT is the idea of Task Chains. These are chains of inter-dependent tasks (usually taken by different PCs) in which the Effect of one task applies a DM on the next. For example, if character A is chatting with a guard in order to distract him so that character B could sneak by unnoticed, a particularly good success on character A's Deception roll would give a positive DM to character B's Stealth roll, and a particularly bad failure would give a negative DM.
I like this too. If its done well, it's a great additon to the game. I do this already in my CT game.
For example, in CT, let's say one character is tossing a pistol to his comrade during a fight. I'll have the tossing character make a roll, rolling high. Then, the character catching the gun will need to roll low, below the tosser's number, in order to catch it. This way the quality of the toss affects the chance of the catch.
Can you give me a specific example of how this mechanic works in MGT?
A strange this - p.49 lists the difficulty of plotting a jump as Average while p.53 lists it as Easy. Which is correct?
Maybe one is under combat conditions, thus it's harder?
Jack of Trades (JoT) now decreases the Unskilled penalty, so JoT-3 (the maximum) effectively means that you have Skill-0 in ALL skills. This feels a little overpowered, but on the other hand JoT is not a very common skill, Skill-3's are rare in any case, and you can't increase or even gain this skill after chargen.
Yeah, I've seen that before. DGP experimented with this in a CT magazine article. Upon first glance, it looks like a good idea. But, upon closer inspection, it's not a good game design. The designer should have known that. It is too overpowered.
And, there are better ways of handling JOT.
NOTE: Isn't it strange how almost every edition of Traveller re-defines how JOT works? It seems that no one has been able to come up with something that is universally accepted.
In my game, what I do is this: When a task is failed by exactly 1 point, a JOT attempt can be made. Roll 1D, and if the roll is equal to or lower than the JOT skill, then the character is allowed to re-roll the task.
This give the character another chance at the task because he's got the JOT skill. It's not overpowered, because you can only use it when you fail by 1 point. And, if a task is hard, it still remains hard--you just get another attempt at it.
I like that much better than what is implemented in MGT.
BTW, what happens if you've got a high JOT skill and a low penalty on the task? If you're JOT-3 and -2 on the task, does that mean you're +1 on the task?
MGT has a Trade (which means profession in this context) skill, covering various manufacturing and services professions such as hydroponics or polymer-productions. There is a simple mechanic for earning money from your Trade using a monthly task roll's Effect, but no Difficulty is given, and, furthermore, the amount of credits given seems VERY low in comparison with the cost of living table on p.87.
Sounds interesting but not well-thought-out or implemented.
There is a very simple system for character advancement - you could increase your skills or even gain new skills simply by training, No costs are given, and it is not clear whether or not you could engage in other activities while training. The training time is measured in weeks, but could easily amount to months, and feels similar to the CT-LBB4 Instruction times. Also, the more skills in total you already have in MGT, the longer it takes you to learn new ones.
I hope this, indeed, requires a long "learning" time. Many players are used to the d20 (and other) system where experience points and advancement happen each game session.
Traveller's 2D task system base cannot take too many modifiers, so character improvement needs to be very, very slow. CT had it about right (I'm referring to LBB4 Instruction).
I caution people to look at this and not house-rule it to make it quicker (and I hope to gawd that the designer was aware of what fast advancement in MGT will do to games) because you'll end up having a game soon where no dice rolls are required--everybody always succeeds.