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CT Only: Stat bonus - when to apply and at what stat score

jaz0nj4ckal

SOC-12
Folks,
I am still a little lost as to when to add STAT bonus for skill rolls, or when I think a STAT score should give bonus to STAT rolls. Currently I am doing the following:

Character wants to lift something heavy - I have been giving stats that are 9 a +1, and stats that are a 11 +2.


The way I look at is - a stat score of 9 is roughly 11 %, while 11 is only 5.33%

However, I want to see/hear from what other players are doing.

thanks
 
Good question. Stock CT (as you probably know) doesn't really use STAT bonuses as such. But:

From some of the published adventures, sometimes people have to apply a number of STR points to lift something. If one character has a high enough STR, they can do it without help, otherwise, "Team Lift" time.

In other cases, you might have your players throw 2D for a stat or less. A relevant skill might serve as a DM. This technique is a good one for things like "You read the report and <roll for under INT+Admin> nothing looks out of the ordinary".

Still in other cases, you might decide that they players need to roll 8+ to do something, and give anyone with a high enough stat (your choice) a bonus on the roll. (For example - Untie Knot: 8+, +2 if DEX 9+). (This is a variant of the "advantageous <stat>" rules for combat with a specific weapon.)

Of course there are a number of good "aftermarket" task systems you can use, like BITS or (my favorite) "Rule 68A" (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=14517).
 
I use an 8+ or 12+ resolution system for my games.

If the target number is 8+ and the character has a stat of 8 or more in a stat I think in relevant to what they are doing then they get a DM of +1, if their stat is 12+ they get a DM of +2

If the target number is 12+ then they need a 12+ in a relevant stat to get a +1 DM
 
Still in other cases, you might decide that they players need to roll 8+ to do something, and give anyone with a high enough stat (your choice) a bonus on the roll. (For example - Untie Knot: 8+, +2 if DEX 9+). (This is a variant of the "advantageous <stat>" rules for combat with a specific weapon.)QUOTE]

This is what I am trying to do; however, how did you come to the conclusion that DEX9+ gets a+2 bonus?

Maybe I am looking at it wrong and not understanding the rules.

Thank you
 
I use an 8+ or 12+ resolution system for my games.

If the target number is 8+ and the character has a stat of 8 or more in a stat I think in relevant to what they are doing then they get a DM of +1, if their stat is 12+ they get a DM of +2

If the target number is 12+ then they need a 12+ in a relevant stat to get a +1 DM

I am currently doing something similar - trying to limit +2 bonuses, since I feel those are too great.


Now - it is hard because I am coming from years of D&D - where the scale is +/-1 ~ +/-4 on bonuses

thank you
 
In IMTU, I flip the whole thing round as the base stat + skill is the roll to or less, then difficulty modifiers which are affected by knowledge checks.

So there is a significant difference between a stat 6 and stat 8 person, much less 4 vs. 10.

And aging HURTS.
 
I tried this last night - thanks.

Another great Traveller session over the long weekend; however, I am getting a little slowed down with some skills, more specifically – when skills give more than a 1:1 ration of skill level.

I have noticed that some skills give +2 bonus per SKILL LEVEL. I have adopted the ‘68A’ rule for rolls, so do I stick with the based bonuses from the books or do I just use a 1:1 ratio?

Thanks
 
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