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Help with interpreting rules

jaz0nj4ckal

SOC-12
Team:
I am having a hard time with the rules in Book 1 Characters and Combat. On page 16 it says “+DM column indicates the minimum required strength for the character if he or she is to receive strength bonuses for using the weapon I combat” (Game Designers, 1981); however, I cannot find where it tells you the bonuses/penalties for the corresponding value of characteristics. What do I apply as a bonus or penality?


Thank you.
JJ

Game Designers. (1981). Traveller, book 1, characters and combat. (2 ed.). Bloomington, Illinois: Game Designers' Workshop.
 
The DMs didn't get put in the table that follows on page 17 for some reason. They are in the Combat section of Book 1, page 45 (where the Required Str/Dex Level is stated differently to boot, go figure :) ).
 
@robject
@far-trader
Thank you both for pointing this out to me; however, I have found the table, but what I read on page 16 is confusing me with table on page 45.

For example the Cudgel-

On page16, the
Cudgel: +DM 8+, -DM 4-

On page 45:
Cudgel: required strength level 5, required strength DM -1, advantageous strength level 8, Advantageous strength DM +2, weakened blow or swing DM -1.

What is this telling me? Does it mean - that a character needs a strength of 5 to even use the Cudgel, and receives a -1 to their damage roll? If a character has a strength of 8+ then they receive a +2 on their damage roll?


thanks JJ
 
You're welcome JJ, no problem :)

It's all saying the same thing, but in different ways, per your Cudgle example:

Str 8+ for DM +2 is read as: Strength 8 or greater for a bonus of +2 to hit

Required Str 5 and Str 4- for DM -1 come out the same:

Required Str 5 means you must have Str 5 or more to avoid the -1 penalty to hit.

Str 4- means if you have Str 4 or lower you have a penalty of -1 to hit.

You can still use the Cudgel even if your Str is less than 5, just not as well, but that can be made up for by skill.

It's been a long time since I played but I don't recall a damage bonus being part of the rules as written, it's all for the Roll 8+ to hit. Damage is just a flat die roll. If I recall correctly.

EDIT: (clarified and corrected) Oops, forgot the Weakend Blow part of the question. Once you have made a number of Combat Blows equal to your Endurance all further blows are Weakened Blows and subject to the listed penalty DM, which is cumulative with your Str penalty if that is low enough.
 
@far-trader

Thanks again...I like your examples, and I found them very helpful. The manual was confusing me, or I was confusing myself ++smiles++ it was one of the two. You are going to make me a Traveller addict.

Now...all I have to do is start a Roger Corman film or start a book by Larry Niven.
 
I just saw a copy of the SRD for Traveller by Mongoose that STR, EDU, etc, get a bonus/penalty; however, does CT do anything similar to this when calculating skill rolls? Or was this something new introduced into Mongoose’s version?
 
...does CT do anything similar to this when calculating skill rolls?

Sometimes... sort of.

CT does not have a standardized task roll, each skill often (usually... always?) has it's own target number to roll, and specific DM for the skill level. Check the skill descriptions for examples.

Some skills (combat skills for example, STR for Blade Combat and DEX for Gun Combat) do apply a DM for the characteristic, but there again it is not a standardized effect. Though combat skills do use a standardized Roll 8+ and Skill Level = DM check.

Most players and refs eventually default to a standardized Roll 8+ and Skill Level = DM for all CT skills though as it's quick and simple.
 
Most players and refs eventually default to a standardized Roll 8+ and Skill Level = DM for all CT skills though as it's quick and simple.

Or adopt the MT/2300 Task System, if they used DGP CT supplements (where it first appeared).
 
What is the DGP CT supplement you talk about?

There were two published supplements: Grand Survey and Grand Census. Both include the "UTP system" (Universal Task Profile), as all tasks and gear within used it.
There were around 10 issues of their Traveller's Digest magazine with the CT era. I know that issues through #8 included the task system on the inside front cover.

It's worth noting that GDW hired DGP to do MegaTraveller as a contractor, hence its adoption in MT.

The basics:
Task definition -
Task Name
difficulty label, component 1, component 2, time increment, {special labels}
details

Labels give you the target number:
Simple: 3+
Routine: 7+
Difficult: 11+
Formidable: 15+
Impossible: 19+

Components are either:
- a skill, which adds its full value, or
- an attribute, which adds the integer of one-fifth the skill.
If you lack either component, increase the difficulty one label step

Tasks are rolled on 2d6 of one color, and (optionally) 3d6 of another.
the 2d6 roll is for success. Add the component values, compare to the difficulty number from the labeled difficulty
The 3d6 roll is for time - subtract the same mods you added to the 2d6 roll, then multiply the result by the time increment.

The special labels modify some aspects.
Absolute: Time is always the listed time increment - time dice are ignored
Unskilled OK: No increase if a component is absent.
Hazardous: Mishaps are worse, 3d instead of 2d
Fateful: Any failure is a mishap, rather than any failure by 2+
Safe: Mishaps cause no damage
Uncertain: Your roll is whether the GM tells you the truth; GM's roll actually determines success
Confrontation: Have to succeed by more than opponent.

Mishaps:
on a fail by 2 or more, a mishap occurs. Use 2D as a base.
If the roll was a natural 2, and a natural 3 would have been a mishap, add a die.
If the task was Hazardous, add a die as well.
On a 3-6, it's a superficial mishap, requiring a simple task to fix, and not impeding operation. does 1d6 damage to a character, if appropriate
7-10, it's minor, requires routine task to fix, and no longer works. does 2d6 to a character.
11-14, major mishap, requires difficult to fix, or does 3d6 damage.
15+, Destroyed mishap, requires formidable to fix, or does 4d6 damage to character.

In practice, it's a great shorthand, but I use att/3 instead of att/5, up the TN's and mishap numbers by 1, and add an obliterated (20+) mishap, change the damage pattern to 1d3/1d6/2d6/4d6/8d6
 
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@aramis
Thank you for such a detailed post, but wow... that sounds complicated. Do you play with these rules?

Yes. In practice, It's announce the task.. say, "Engage the Drive: Routine, Engineering, Edu, Safe. 1min"

The player knows he's adding his engineering skill and 1/5 of his Edu. He adds this to the 2d6. If I announce the time, they also roll a 3d6 roll, and subtract the same.

If they want to make it easier, they do a "Cautious Task" - double the time dice, but reduce the difficulty one step. (Which is the same as a DM+4 on success)

If they want to do it fast, increase the difficulty by a step, and double the mods when subtracting them from time roll.

It comes very naturally for most players after a couple sessions.

Mishaps are not that big an issue, and only the GM needs to deal with them directly.
 
Since Aramis is bringing up his house rules for tasks I'll post mine too.

I decide how hard a skill roll is going to be, assigning one of the following target numbers:

don't roll a 2 and you succeed

roll 8+ to succeed

roll 12+ to succeed

roll a 12 and we'll talk about it.

I alllow +DMs for skill level and a characteristic bonus if the characteristic is 8-11 +1, 12+ gets a +2
Players can also sometimes get a +1 bonus if they role-play the skill use really well.
 
I agree. That's one reason why a number of us stuck with Classic. ;)

Don’t get me wrong – I am not insulting the advance form of mechanics, but when I saw the 2d6 dice roll mechanics – I knew the system was for me because it provides just enough detail, which enables a great game, but doesn’t take away from roleplaying. The 2d6 mechanics just fits better in for my game/GM style.
 
Don’t get me wrong – I am not insulting the advance form of mechanics, but when I saw the 2d6 dice roll mechanics – I knew the system was for me because it provides just enough detail, which enables a great game, but doesn’t take away from roleplaying. The 2d6 mechanics just fits better in for my game/GM style.

Mega really is a 2d6 mechanic. It's just that the additional 3D for time can be used when it's relevant.

Success is 2d6 for a target number or higher.
 
Mega really is a 2d6 mechanic. It's just that the additional 3D for time can be used when it's relevant.

Success is 2d6 for a target number or higher.

I didn't look at it that way - Thanks...I might look at it in depth a little more - because time would make a big difference depending on the event. I can think of a number of events - making quick repairs under heavy fire - would be something fun.
 
@aramis
Thank you for such a detailed post, but wow... that sounds complicated. Do you play with these rules?

It may be more complicated to learn, but, once the mechanics are caught, it even simplifies and speeds the game (mostly for the referee), as gives you some 'objective' target numbers and stat modifiers, instead of having to think them every roll.

On the other hand, it makes tasks usually easier, as the avreage target number become 7+ (instead the usual 8+ in basic CT) and the average character has +1 stat DM, instead of the 0 in basic CT.
 
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