Here's something from T5 that can be useful to the CT Ref when creating throws and thinking of modifiers: T5 includes charts for each attribute and defines every level. I discuss it
HERE, that begins
IN THIS THREAD.
Just about every characteristic shows something that experienced CT Refs already know: "Average" is Stat 6, 7, or 8. Below average is 5 or less. Above average is 9 or better. The truly exceptional start around C.
Stat 2-5 = Below Average
Stat 6-8 = Average
Stat 9-B = Above Average
Stat C - F = Truly Exceptional
CT Ref's should consider these four basic groups when considering throws and CT modifiers.
For example, it must be a pretty simple operation, indeed, to bring someone out of low berth. It's a 5+ throw, and no skill is required. In fact, Medical-2 or better will only net you a +1 DM. I'd argue that low berths are almost completely automated, using very simple controls, so that just about anybody can walk up and use the device (no Medical or specialized knowlege required).
"Just hit the big black button, and if you see this gauge falter into the red, adjust using this knob. That's it. Sleepy dude awakens!"
I would think that the Medical-2 requirement to get the +1 DM represents the operator's better experience in keeping the patient away from the red field on the gauge. Or, maybe there are some fine tuning controls available in a separate panel for those with medical expertise to fine tune the process.
TARGET NUMBERS
Using the groups above, a Ref can set a target number easily.
Can anybody do it? If so, make the task target 5 or less. Example - the low berth procedure described above.
Does it take an average amount of knowledge, expertise, or ability? If so, make the task target between 6 and 8. Example, shooting someone with a gun (8+ throw).
Is the task pretty hard to accomplish? Then, make the task target in the 9 - B range. Example - the basic number needed to avoid mishaps when doing non-standard maneuvers in Zero-G is 10+. This is where a Ref can make a skill very important to the task. With the Zero-G maneuver throw, characters get +4 DM per skill level in Vacc Suit. Thus, the only characters at risk are those with no Vacc Suit skill or Vacc Suit-1. Those with Vacc Suit-2 automatically make the throw (provided other modifiers do not make the throw harder).
Is the task extremely hard to accomplish? If so, go with a target that is in the C - F range.
"The only way the ship's Engineer can jury-rig the J-Drive's Ramp Inducer is to alter the Flow Finns from one of the Fuel Scoops. This is a 14+ task, even at that, but the character will receive +2 DM per Engineering skill level. Each scoop has four Flow Finn assemblies, so this can be attempted a total of 8 times, taking all four Finn assemblies from each of the two scoops."
MODIFIERS
Also consider using the four categories as a measure for awarding modifiers. Most of the time, it's only the gifted who receive a modifier, thus the 9 or better stats are used quite frequently.
Answer the question:
What level of characteristic is needed to warrant a modifier on this task?
If it's a pretty high stat required, then pick a characteristic in the 9 - B range to receive the mod.
If it's a real high stat that's required, then pick a characteristic in the C - F range. Also, maybe an extra modifier happens here.
For example, there is a chance, every combat round, that a character will lose control and go spinning off into space while engaging in combat while the character is in a Zero-G environment. Page 45 of the Traveller Book presents these rules.
You won't lose control unless you throw 10+, but this throw is made every round while in combat. Zero-G is a dangerous environment. Throw 6+ if firing a weapon that round. Throw 15+ if using a hand hold. Throw 4+ if performing a swing or blade stroke.
2-5 = Easy
6-8 = Average
9-B = Hard
C-F = Exceptional Circumstance of Hard
Now, let's look at modifiers. If Dex is 9+, then make the throw +2 harder to achieve. If Dex is 11+, then make the throw +4 harder to achieve.