Supplement Four
SOC-14 5K
I'm on a Babylon 5 kick, re-watching the entire series (and, man! what a show!), and I started browsing through the first edition B5 rpg.
I noticed its task system. It's based on Flux!
Difficulty is thus...
Trival 2+
Easy 3+
Basic 5+
Average 7+
Tricky 9+
Difficult 11+
Very Difficult 15+
Next to Impossible 17+
Miraculous 25+
In order to test a task, you have to find the character's Ability.
Ability = Sum of Attribute + Skill + Specialty + modifiers.
For example, Jessica is working on a reactor circuitry. She has INTelligence 5. Engineering: Electrical 3. A Specialty in Electrical Applications (adds +2 to Ability).
There are no other modifiers on the this task, so this gives Jessica Ability 10.
5 + 3 + 2 = 10
Looking at the difficulty chart, Jessica is experienced enough to take on Tricky difficulty tasks.
RANDOM ELEMENT IS FLUX
How is a random element added to the test? The system uses Flux (although it's not called Flux in the rules, it's the same dice roll).
Roll 2d6 of different colors. Designate one a positive die and one a negative die. Roll them and add the results together, getting a modifier of -5 to +5.
Then, simply add this to the character's Ability to see if the task succeeds.
Jessica has Ability 10. The Pos die rolls 5. The Neg die rolls 3. That means Jessica's adjusted ability for the task is Ability +2, or 12.
This means that Jessica succeeds on any task that has a Difficulty of DIFFICULT or lower, and Jessica would fail a task that was rated Very Difficult or higher.
PART II: SPECIAL RESULTS
You can measure failure or success with this system, if you want.
Critical Failure = Roll fails by 6+
Significant Failure = Roll fails by 4-5
Normal Failure = Roll fails by 2-3
Marginal Failure = Roll fails by 1
Marginal Success = Roll made by 0-1
Normal Success = Roll made by 2-3
Significant Success = Roll made by 4-5
Critical Success = Roll made by 6+
SNAKE EYES = SETBACK
A Setback is something minor and unexpected that occurs to hamper the character's success.
For example, let's say that the PC has engaged a diplomat in conversation at a state function, where the PC is trying to obtain a permit to leave the planet. A Setback could be an attractive young woman that has captured the diplomat's attention, making it very hard (or harder) for the PC to keep the diplomat's attention long enough to obtain the permit he needs.
Another Setback idea might be a PC in a starport tavern speaking with an NPC about how to secure an illegal cargo. The setback could be a competing crew overhearing the negotiation.
In combat, a setback could mean a weapon jam or mis-fire. Smoke or sweat or light in the attacker's eyes. Maybe a mis-step, making the attack difficulty harder.
When sneaking around, a Setback could be the PC's radio suddenly crackling with static. I remember that scene in Return of the Jedi where Han, on Endor, is sneaking up on the Scout Trooper and steps on a twig, alerting the Trooper to his presence. That could be considered a Setback.
BOXCARS = BENEFIT
The opposite of a Setback is a Benefit. Again, this is a minor thing that happens that helps the PC rolling the task.
When sneaking up on a guard, the guard starts sneezing. His attention is temporarily reduced, making the sneak attempt easier.
A thief is looking to steal credits at a tapcafe. Suddenly, there is a ground car crash in the street. The patrons of the tapcafe all look towards the horrible scene outside the tabcafe. And, the PC thief notices that one of the patrons absent-mindedly left his wallet on a table behind him.
In combat, a target lines up so that the PC gets the benefit of Aiming without having to take an extra combat round.
When looking for tracks in a wind-swept desert, the PC sees a glitter in the sand. Investigation, he finds a bit of metal, giving him a direction. "Look sir! Droids!"
THE FLUX SYSTEM AND T5!
As I read about this system, I kept thinking about how it would be a GREAT system for T5. It's a hell of a lot easier to use than T5's system, so it would bring a lot of (much needed, imo) simplicity to T5's system.
It's a higher-is-better system, so that will please many people.
It only uses two d6 dice.
Target numbers can be kept secret from the players (which I think is a very good thing, sometimes).
And, most aspects of T5 can be modified easily to work with this system. T5's skills and attributes would easily work together to create a character's Ability. What a person would have to do is figure out the difficulty numbers--those may need to change given T5's skills and attribute ranges.
The Flux Task System may be an answer to an Improved T5 game.
I noticed its task system. It's based on Flux!
Difficulty is thus...
Trival 2+
Easy 3+
Basic 5+
Average 7+
Tricky 9+
Difficult 11+
Very Difficult 15+
Next to Impossible 17+
Miraculous 25+
In order to test a task, you have to find the character's Ability.
Ability = Sum of Attribute + Skill + Specialty + modifiers.
For example, Jessica is working on a reactor circuitry. She has INTelligence 5. Engineering: Electrical 3. A Specialty in Electrical Applications (adds +2 to Ability).
There are no other modifiers on the this task, so this gives Jessica Ability 10.
5 + 3 + 2 = 10
Looking at the difficulty chart, Jessica is experienced enough to take on Tricky difficulty tasks.
RANDOM ELEMENT IS FLUX
How is a random element added to the test? The system uses Flux (although it's not called Flux in the rules, it's the same dice roll).
Roll 2d6 of different colors. Designate one a positive die and one a negative die. Roll them and add the results together, getting a modifier of -5 to +5.
Then, simply add this to the character's Ability to see if the task succeeds.
Jessica has Ability 10. The Pos die rolls 5. The Neg die rolls 3. That means Jessica's adjusted ability for the task is Ability +2, or 12.
This means that Jessica succeeds on any task that has a Difficulty of DIFFICULT or lower, and Jessica would fail a task that was rated Very Difficult or higher.
PART II: SPECIAL RESULTS
You can measure failure or success with this system, if you want.
Critical Failure = Roll fails by 6+
Significant Failure = Roll fails by 4-5
Normal Failure = Roll fails by 2-3
Marginal Failure = Roll fails by 1
Marginal Success = Roll made by 0-1
Normal Success = Roll made by 2-3
Significant Success = Roll made by 4-5
Critical Success = Roll made by 6+
SNAKE EYES = SETBACK
A Setback is something minor and unexpected that occurs to hamper the character's success.
For example, let's say that the PC has engaged a diplomat in conversation at a state function, where the PC is trying to obtain a permit to leave the planet. A Setback could be an attractive young woman that has captured the diplomat's attention, making it very hard (or harder) for the PC to keep the diplomat's attention long enough to obtain the permit he needs.
Another Setback idea might be a PC in a starport tavern speaking with an NPC about how to secure an illegal cargo. The setback could be a competing crew overhearing the negotiation.
In combat, a setback could mean a weapon jam or mis-fire. Smoke or sweat or light in the attacker's eyes. Maybe a mis-step, making the attack difficulty harder.
When sneaking around, a Setback could be the PC's radio suddenly crackling with static. I remember that scene in Return of the Jedi where Han, on Endor, is sneaking up on the Scout Trooper and steps on a twig, alerting the Trooper to his presence. That could be considered a Setback.
BOXCARS = BENEFIT
The opposite of a Setback is a Benefit. Again, this is a minor thing that happens that helps the PC rolling the task.
When sneaking up on a guard, the guard starts sneezing. His attention is temporarily reduced, making the sneak attempt easier.
A thief is looking to steal credits at a tapcafe. Suddenly, there is a ground car crash in the street. The patrons of the tapcafe all look towards the horrible scene outside the tabcafe. And, the PC thief notices that one of the patrons absent-mindedly left his wallet on a table behind him.
In combat, a target lines up so that the PC gets the benefit of Aiming without having to take an extra combat round.
When looking for tracks in a wind-swept desert, the PC sees a glitter in the sand. Investigation, he finds a bit of metal, giving him a direction. "Look sir! Droids!"
THE FLUX SYSTEM AND T5!
As I read about this system, I kept thinking about how it would be a GREAT system for T5. It's a hell of a lot easier to use than T5's system, so it would bring a lot of (much needed, imo) simplicity to T5's system.
It's a higher-is-better system, so that will please many people.
It only uses two d6 dice.
Target numbers can be kept secret from the players (which I think is a very good thing, sometimes).
And, most aspects of T5 can be modified easily to work with this system. T5's skills and attributes would easily work together to create a character's Ability. What a person would have to do is figure out the difficulty numbers--those may need to change given T5's skills and attribute ranges.
The Flux Task System may be an answer to an Improved T5 game.