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Modern House Rules for Tasks

robject

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There are as many house rules for task systems as there are people. In general task systems seem to fall in line under the DGP/MT rule thus:

MECHANIC = N+X/Y[sc]

Where

N = average difficulty target number
X = steps per difficulty level
Y = characteristic divisor
s = DMs based on skill level vs target number
c = DMs based on char vs target number

Just about all systems imply rolling 2D6 + skill + characteristic modifier + whatever other DMs are called for > target difficulty.


For example, MT's system is 7+4/5.
Sigg and Employee's system is 8+4/4 or 8+4/4c.
Takei's proposal is 6+3/3c.
Flykiller's lookup system is 6+3/sc.

(By the way, the old T5 might be 2D+1Ds/1, where (D) is the number of dice.)
 
There are as many house rules for task systems as there are people. In general task systems seem to fall in line under the DGP/MT rule thus:

MECHANIC = N+X/Y[sc]

Where

N = average difficulty target number
X = steps per difficulty level
Y = characteristic divisor
s = DMs based on skill level vs target number
c = DMs based on char vs target number

Just about all systems imply rolling 2D6 + skill + characteristic modifier + whatever other DMs are called for > target difficulty.


For example, MT's system is 7+4/5.
Sigg and Employee's system is 8+4/4 or 8+4/4c.
Takei's proposal is 6+3/3c.
Flykiller's lookup system is 6+3/sc.

(By the way, the old T5 might be 2D+1Ds/1, where (D) is the number of dice.)
 
The Elliott-Golan Task System
(that is, Paul Elliott's Task System for CT modified and expanded by Omer Golan, who is, by coincidence, me)

2d6 roll required

Easy 4+
Average 8+
Formidable 12+
Extreme 16+
Hopeless 20+

DMs + relevent skill
+/- attribute derived bonus
+/- equipment derived midifier
+/- environmental/situational derived modifier

Attribute derived modifier is -1 if the attribute is less than the target number of one difficulty level lower than the task's difficulty, -2 if the attribute is less than the target number of the second next lowest difficulty, +1 if the attribute is equal or greater than the target number of the next difficulty and +2 if the attribute is equal or greater than the target number of the second next highest difficulty.

Each task has one relevant skill and one relevant attribute. Combat (whether personal, vehicle or naval) is based on tasks. Task system attribute DMs replace the LBB1/LBB4 favorable/minimal weapon DMs.

Tasks are listed in the following format: SKILL (ATTRIBUTE, DIFFICULTY, TIME). For example, fixing minor damage to a vehicle is a Mechanical (DEX, Easy, 1hour) task. Time is ommited if the task is immidiate or takes a non-defined period of time - for example, hitting someone in combat with an autopistol is essentially a Pistol (DEX, Avarage) task ("Average" may be misleading, since modifiers such as range and visibility can make this task VERY difficult, or VERY easy to perform).

Contest of Characteristics: When two characters directly contest their raw abilities (such as in arm wrestling, running, swimming etc) with no relevant skill involved, each character rolls 2d6 and adds that to her relevant characteristic; the character with the highest total wins. If another characteristic is deemed relevant, and one character has that characteristic at a double level than the other character, she adds a +1 DM to her roll. For example, Telina (UPP 898765) arms wrestles (that is, contests in STR) with Constantine (UPP A6C568); Telina rolls 5 and Constantin rolls 2; Telina wins (5+8=13; 10+2=12; 13>12).

Contest of Skills: When two characters directly contest their skills (vehicle racing, gambling, trying to impress a noble with their programming skills and so on), each character rolls 2d6 and adds her relevant DMs (skill, attribute DMs etc) to it. Attribute DMs are calxculated as if the task is an Average (8) one. The character with the highest total wins. For example, Telina (UPP 898765, Air/Raft-1) races in an air/raft (that is, contests in the Air/Raft skill, which the referee rules to be a DEX-based task) against Constantine (UPP A6C568, Air/Raft-2); Telina rolls 6 and Constantine rolls 8; Telina recieves a +1 DM for having DEX of 9 (which is higher than 8), while Constantine recieves a -1 DM for having DEX of 6 (which is lower than 8). Constantine wins (8+2-1=9; 6+1+1=8; 9>8).

Opposed Task: When one character attempts to perform a task and another character tries to prevent her from doing so, first determine the Difficulty, and then roll 2d6 with the first character's skill and characteristic DMs (again, treat characteristic DMs as if the task has a difficulty of Average) as positive DMs and the opponent's skill and characteristic DMs as negative DMs; if the result is equal to or higher than the Target Number set by the Difficulty, the first character succeeds. For example, Telina (UPP 898765, Communications-2) tries to contact a ship in orbit by radio (Average (8) when being jammed; INT is relevant) while Constantine (UPP A6C568, Communications-1) tries to jam her transmission; Tellina rolls 5 and thus fails (5+2-1-1+1=6; 6<8).

My system and Psionics
Most psionic powers will automatically succeed once the psi points are invested; however, to succeed in penetrating a shield, an Opposed Task is required with a Difficulty of Average (8); instead of the skill/characteristic modifier, use the difference between the attackers' PSI attribute and the defender's one (Attacker-Defender=DM). An artificial shield gives a DM of -4 instead.

Unlike LBB3, I suggest that all telepathic powers may be able to penetrate shields (not only Assault); however, they still have to beat the shield.

A contest between two 'teeks' (i.e. 2 Telekenesis users pulling the same object in different directions) is resolved in the same manner.

Also, I suggest that psi users may be able to boost their apparent PSI attribute for the purpose of shielding/shield penetration (and for that purpose only) by expanding additional PSI points (one apparent PSI per point spent; influences one opposed check). So shielding could still be a tiring effort - especially if you're trying to block a very strong teep from taking a peep into your head.

My System and Combat
See this thread.
 
The Elliott-Golan Task System
(that is, Paul Elliott's Task System for CT modified and expanded by Omer Golan, who is, by coincidence, me)

2d6 roll required

Easy 4+
Average 8+
Formidable 12+
Extreme 16+
Hopeless 20+

DMs + relevent skill
+/- attribute derived bonus
+/- equipment derived midifier
+/- environmental/situational derived modifier

Attribute derived modifier is -1 if the attribute is less than the target number of one difficulty level lower than the task's difficulty, -2 if the attribute is less than the target number of the second next lowest difficulty, +1 if the attribute is equal or greater than the target number of the next difficulty and +2 if the attribute is equal or greater than the target number of the second next highest difficulty.

Each task has one relevant skill and one relevant attribute. Combat (whether personal, vehicle or naval) is based on tasks. Task system attribute DMs replace the LBB1/LBB4 favorable/minimal weapon DMs.

Tasks are listed in the following format: SKILL (ATTRIBUTE, DIFFICULTY, TIME). For example, fixing minor damage to a vehicle is a Mechanical (DEX, Easy, 1hour) task. Time is ommited if the task is immidiate or takes a non-defined period of time - for example, hitting someone in combat with an autopistol is essentially a Pistol (DEX, Avarage) task ("Average" may be misleading, since modifiers such as range and visibility can make this task VERY difficult, or VERY easy to perform).

Contest of Characteristics: When two characters directly contest their raw abilities (such as in arm wrestling, running, swimming etc) with no relevant skill involved, each character rolls 2d6 and adds that to her relevant characteristic; the character with the highest total wins. If another characteristic is deemed relevant, and one character has that characteristic at a double level than the other character, she adds a +1 DM to her roll. For example, Telina (UPP 898765) arms wrestles (that is, contests in STR) with Constantine (UPP A6C568); Telina rolls 5 and Constantin rolls 2; Telina wins (5+8=13; 10+2=12; 13>12).

Contest of Skills: When two characters directly contest their skills (vehicle racing, gambling, trying to impress a noble with their programming skills and so on), each character rolls 2d6 and adds her relevant DMs (skill, attribute DMs etc) to it. Attribute DMs are calxculated as if the task is an Average (8) one. The character with the highest total wins. For example, Telina (UPP 898765, Air/Raft-1) races in an air/raft (that is, contests in the Air/Raft skill, which the referee rules to be a DEX-based task) against Constantine (UPP A6C568, Air/Raft-2); Telina rolls 6 and Constantine rolls 8; Telina recieves a +1 DM for having DEX of 9 (which is higher than 8), while Constantine recieves a -1 DM for having DEX of 6 (which is lower than 8). Constantine wins (8+2-1=9; 6+1+1=8; 9>8).

Opposed Task: When one character attempts to perform a task and another character tries to prevent her from doing so, first determine the Difficulty, and then roll 2d6 with the first character's skill and characteristic DMs (again, treat characteristic DMs as if the task has a difficulty of Average) as positive DMs and the opponent's skill and characteristic DMs as negative DMs; if the result is equal to or higher than the Target Number set by the Difficulty, the first character succeeds. For example, Telina (UPP 898765, Communications-2) tries to contact a ship in orbit by radio (Average (8) when being jammed; INT is relevant) while Constantine (UPP A6C568, Communications-1) tries to jam her transmission; Tellina rolls 5 and thus fails (5+2-1-1+1=6; 6<8).

My system and Psionics
Most psionic powers will automatically succeed once the psi points are invested; however, to succeed in penetrating a shield, an Opposed Task is required with a Difficulty of Average (8); instead of the skill/characteristic modifier, use the difference between the attackers' PSI attribute and the defender's one (Attacker-Defender=DM). An artificial shield gives a DM of -4 instead.

Unlike LBB3, I suggest that all telepathic powers may be able to penetrate shields (not only Assault); however, they still have to beat the shield.

A contest between two 'teeks' (i.e. 2 Telekenesis users pulling the same object in different directions) is resolved in the same manner.

Also, I suggest that psi users may be able to boost their apparent PSI attribute for the purpose of shielding/shield penetration (and for that purpose only) by expanding additional PSI points (one apparent PSI per point spent; influences one opposed check). So shielding could still be a tiring effort - especially if you're trying to block a very strong teep from taking a peep into your head.

My System and Combat
See this thread.
 
What about using doble skill level instead skill level as a DM? After all, every CT skill level signifies a significant degree of training, with 1 being "qualified" or "trained" and 3 being "professional".
 
What about using doble skill level instead skill level as a DM? After all, every CT skill level signifies a significant degree of training, with 1 being "qualified" or "trained" and 3 being "professional".
 
Originally posted by robject:
There are as many house rules for task systems as there are people. In general task systems seem to fall in line under the DGP/MT rule thus:
I don't know where you are going with concerning task systems but, I'll bite.

Instead of 'TASK SYSTEM' lets call it 'ACTION RESOLUTION SYSTEM'

Some are based upon bell curves (multiple dice rolled and added together) while others are linear (single roll die mechanic such as D20, D100 etc.).
Not all systems are based upon these two approaches. There are open ended or heroic systems where you add and roll again whenever a particular result occurs - such as rerolling any 6 on D6 adding the new total to mix. Others are a die-for-die comparison such as shadowrun's bag full of dice, comparison method.

Some systems are roll over such as CT, MT and D20 while others are roll under such as most percentile systems (old runequest, old call of chuthulu) and Gurps.

Some systems base everything off of natural ability with a small modifier due to skill, while others use the natural ability to determine how easy it is to learn a skill and ignoring the natural ability thereafter.

Some systems have different mechanics for skilled vs attribute resolution systems.

Some systems have black and white success results, while others have graduated methods of success.


So, everything breaks down to, what you roll, what you want to roll, what can you use to modify the final results of the roll.

For referee's, they want somthing that they can have a comfortable time predicting while have a bit of surprise.

For players, they want a simple system that does not require much reading or lookup tables.

Depending upon the setting, gamers want either a heroic or simulation feel to the results (single arrow killing a monstrous dragon vs a guy spraining his back moving a couch).

Players want to know 'HOW GOOD AM I' and referees want an easy way to explain just how hard a problem is, without having to come up with new numbers every time.

Finally, player and referees want results that prompt story telling/creativity and imho, that means graduated results (critical hits/misses, near misses/minor hits)

I know about 20 different game mechanics off the top of my head.

If you can explain what you want to discuss, I can give you copius examples, including samples of play since I was in a game of Traveller this last weekend (18 hours, two pots of coffee, mostly spent trying to get a lady and her two kids from one system to another, without proper permits....)

Best regards

Dalton
 
Originally posted by robject:
There are as many house rules for task systems as there are people. In general task systems seem to fall in line under the DGP/MT rule thus:
I don't know where you are going with concerning task systems but, I'll bite.

Instead of 'TASK SYSTEM' lets call it 'ACTION RESOLUTION SYSTEM'

Some are based upon bell curves (multiple dice rolled and added together) while others are linear (single roll die mechanic such as D20, D100 etc.).
Not all systems are based upon these two approaches. There are open ended or heroic systems where you add and roll again whenever a particular result occurs - such as rerolling any 6 on D6 adding the new total to mix. Others are a die-for-die comparison such as shadowrun's bag full of dice, comparison method.

Some systems are roll over such as CT, MT and D20 while others are roll under such as most percentile systems (old runequest, old call of chuthulu) and Gurps.

Some systems base everything off of natural ability with a small modifier due to skill, while others use the natural ability to determine how easy it is to learn a skill and ignoring the natural ability thereafter.

Some systems have different mechanics for skilled vs attribute resolution systems.

Some systems have black and white success results, while others have graduated methods of success.


So, everything breaks down to, what you roll, what you want to roll, what can you use to modify the final results of the roll.

For referee's, they want somthing that they can have a comfortable time predicting while have a bit of surprise.

For players, they want a simple system that does not require much reading or lookup tables.

Depending upon the setting, gamers want either a heroic or simulation feel to the results (single arrow killing a monstrous dragon vs a guy spraining his back moving a couch).

Players want to know 'HOW GOOD AM I' and referees want an easy way to explain just how hard a problem is, without having to come up with new numbers every time.

Finally, player and referees want results that prompt story telling/creativity and imho, that means graduated results (critical hits/misses, near misses/minor hits)

I know about 20 different game mechanics off the top of my head.

If you can explain what you want to discuss, I can give you copius examples, including samples of play since I was in a game of Traveller this last weekend (18 hours, two pots of coffee, mostly spent trying to get a lady and her two kids from one system to another, without proper permits....)

Best regards

Dalton
 
2-4601, you would have to change your task difficulties, then. Otherwise it would be entirely too easy. And, BTW, "professional" doesn't mean expert. It just means you're good enough to make money at it.
 
2-4601, you would have to change your task difficulties, then. Otherwise it would be entirely too easy. And, BTW, "professional" doesn't mean expert. It just means you're good enough to make money at it.
 
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