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RULE 68A - A Ref's Guide to the Classic Traveller Task System

Use it all the time.

I use the 68A all the time. I find it's flexible and can be used for a lot of things the CT rules do not cover.

One of these was a recent situation where a player was trying to seduce an NPC. THere is no charisma in CT and no skill close to seduction. The player wanted to use the reaction table but I dislike that. It is too easily taken advantage of. There are many times a player will ask something outlandish of an NPC and then state as justification that they got a great reaction roll so they should automatically do it.

So I set it up like this.

1) You got a a positive result on the reaction table, so you can attempt a seduction.
2) Because she is married, it's a difficulty 6 because of social norms (if she had a boyfriend maybe it'd be only a 7).
3) You wined an dined her so it's a +1.

Total 7+.
 
Call me a prude, but I would think that seducing someone wife would be an above-average difficulty task (higher than an 8 on 2d6 roll high).

2) Because she is married, it's a difficulty 6 because of social norms (if she had a boyfriend maybe it'd be only a 7).
I think that you have this backwards ...
6 = easy task
8 = normal task
A (10) = Hard Task

So Seducing a wife might be 'A' (or 9 for someone's girlfriend) with a +1 bonus for "wine & dine" resulting in a Seduction roll of 9+ on 2D6.
 
I use the 68A all the time. I find it's flexible and can be used for a lot of things the CT rules do not cover.

One of these was a recent situation where a player was trying to seduce an NPC. THere is no charisma in CT and no skill close to seduction. The player wanted to use the reaction table but I dislike that. It is too easily taken advantage of. There are many times a player will ask something outlandish of an NPC and then state as justification that they got a great reaction roll so they should automatically do it.

So I set it up like this.

1) You got a a positive result on the reaction table, so you can attempt a seduction.
2) Because she is married, it's a difficulty 6 because of social norms (if she had a boyfriend maybe it'd be only a 7).
3) You wined an dined her so it's a +1.

Total 7+.

Sounds like you have a player who tries to live out adolescent fantasies in a role-playing game. If I was playing at the same session I would be uncomfortable for any number of reasons. To me it would seem uncomfortably voyeuristic to sit back and wait while Jr Nerd tried to get his jollies. Even if no other players were present, I'd be to uncomfortable GMing that. I wouldn't need the 68A rule; it'd be doomed to auto-fail in a big way.
 
Even if no other players were present, I'd be to uncomfortable GMing that. I wouldn't need the 68A rule; it'd be doomed to auto-fail in a big way.

Vladika, man, you'd HATE my game and the ones my group runs when they take over as Ref. We've had some hairy stuff happen. You'd call it juvenile, but we like our Rated "R" for Real Life Realism games.

One player brought his wife to one of our Traveller games a few years ago, and we had to warn her. The crew were going up against pirates, and we had to make sure she knew what she was getting into. In our game, pirates are pirates. They can do mean and nasty things to people.

Once we let her know how the game was run, she was good with it, and the two of them played the entire campaign.

I mean, it's not like there's a rape every session or something like that. But, if something like that would enhance the story, make it more gritty or interesting, then you can bet it's in there.

Not everyone's cup of tea, I know. But, we like our games that way.
 
whoops

Call me a prude, but I would think that seducing someone wife would be an above-average difficulty task (higher than an 8 on 2d6 roll high).


I think that you have this backwards ...
6 = easy task
8 = normal task
A (10) = Hard Task

So Seducing a wife might be 'A' (or 9 for someone's girlfriend) with a +1 bonus for "wine & dine" resulting in a Seduction roll of 9+ on 2D6.

You are right I totally inverted the example. This is what happens when you compose a reply when you are supposed to be doing something else.
 
Sounds like you have a player who tries to live out adolescent fantasies in a role-playing game. If I was playing at the same session I would be uncomfortable for any number of reasons. To me it would seem uncomfortably voyeuristic to sit back and wait while Jr Nerd tried to get his jollies. Even if no other players were present, I'd be to uncomfortable GMing that. I wouldn't need the 68A rule; it'd be doomed to auto-fail in a big way.

Well, players are players. And yes he is a male who acts 18 in his 40s. He is always doing things like this. He thought he'd get valuable info during pillow talk.

He did fail.

I never would have role played the actual event just "Ok you go off with her" and turned to the other players.
 
I mean, it's not like there's a rape every session or something like that. But, if something like that would enhance the story, make it more gritty or interesting, then you can bet it's in there.

Not everyone's cup of tea, I know. But, we like our games that way.

Now we are on different topic. Having said that I have also run into just about everything. But I draw the line at events having occurred and dishing out for someone's pleasure. If an NPC was raped by another NPC in game I'd just state the fact. If my players wanted to do it, they'd be surely interrupted. The game is the arc of the story not bogging down in details of their side show. I'd do the same for torture or any other lengthy process that the details dn't really advance the plot.

I have had players in Boot Hill try to play cards all night to win money money for a purpose. I summarize the whole game using the rules quick rolls and maybe the last hand or two I'd allow them to play out for suspense. It a whole hour of poker would kil the game.
 
[m;]Please drop the tangent about sexual violence in play - it's a violation of Marc's family friendly policy.[/m;]
 
One of these was a recent situation where a player was trying to seduce an NPC. THere is no charisma in CT and no skill close to seduction. The player wanted to use the reaction table but I dislike that. It is too easily taken advantage of. There are many times a player will ask something outlandish of an NPC and then state as justification that they got a great reaction roll so they should automatically do it.

Just a comment here: as referee, I'd used (assuming CT, as this is CT forum) either Carousing or Streetwise, depending on the social circumpstances, as relevant skill (in both cases, knowledge of pertinent etiquette).
 
BTW, Supp Four, just wanted to let you know that I have been using Rule 68A in my SBRD campaign as my guide in making up rolls wherever omitted by CT rules (which is a LOT!) and it has been working quite well.
 
BTW, Supp Four, just wanted to let you know that I have been using Rule 68A in my SBRD campaign as my guide in making up rolls wherever omitted by CT rules (which is a LOT!) and it has been working quite well.

Glad to hear, SpaceBadger. I use it quite a bit (the same as you--I like to use established CT rolls when appropriate), myself, when I run CT.
 
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.
 
DERELICT SPACECRAFT


Here's an example of making up a throw on the fly, using various ideas expressed in this thread.

The Situation: The PCs have encountered a derelict spacecraft, boarded it, and repaired the ship enough to have power to the ship's main systems.

The players come up with an idea to break into the ship's computer in order to find out what happened to the vessel's crew.





Quickly, the Ref determines a throw....

He decides that encryption on a spacecraft can be superseded by a throw of the ship's Tech Level + Encryption Level (if any). Encryption Level cannot be higher than the ship's computer model number (in this case is a Model 2bis, thus encryption can be +0, +1, or +2). In this case, the ship is a TL 13 vessel, and therefore the throw required is 13+. There is no encryption on the main computer when operated from the inside--at least not on the type of access the PCs are attempting to make.

Computer skill will be used, of course, as a DM. And, since the skill is so very important to this type of throw, the Ref decides to allow a +4 mod per Computer skill level.

One of the PCs has Computer-2, thus, the throw is: 2D +8 for 13+.

The PCs make the throw. They are inside the ship's computer system. One throw is allowed per hour working on the computer (maybe the ship is running on batteries, and time is an issue).



As soon as they get in, the computer tech quickly scans the files and finds a cargo manifest. The PCs have checked, and the cargo bay is open, with nothing aboard the derelict ship. In fact, access through the hold is how the PCs got aboard.

The manifest is labeled as a secure file, though, and the file is encrypted.

The DM adds a secret encryption modifier of +2 to the base 13 target, making the task of breaking into the cargo manifest files a throw of 15+.

The players can try multiple times to break into the files, but each failure increases the encryption (smart encryption) by +1. One attempt can be made per hour.

With the PC having Computer-2, this means that the character will have 6 tries over 6 hours to break the encryption. After that, it will be impossible to see the encrypted manifest.

(In basic terms, the computer tech rolls 2D for 7+ after hour 1; 2D for 8+ in hour 2; 2D for 9+ in hour 3; and so on.)
 
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