Supplement Four
SOC-14 5K
Not sure I agree with that. I mean, Classic Traveller has several "roll low" and "roll high" examples mixed into the rules.Originally posted by Ranger:
As a general game design principle, it's best to pick one direction or the other and use it consistently in the game system.
You roll high for combat, for example, but a throw to indicate that police harrasment on a world occurs if a throw of the world's law level or less is rolled on two dice.
I draw your attention to pg. 16 of the Traveller Book. Check out what is described there in the Die Rolling Conventions section under the title Throw. Both higher-than and lower-than throws are discussed.
This shows up in other games too. I haven't played much 3rd Edition of D&D, having abandoned that game long ago, but, heck, it sure had no problem rolling high for something and then turning around to roll low for something else later on (...and it'd probably be with a different die too!)
Besides, with the "givens" in Classic Traveller, the roll-high/roll-low switch works well.
If someone wants to write a computer program, a computer-based task to roll high is logical. But, if someone wants to force open a stuck hatch, rolling STR or less on 2D makes a lot of sense too.
To illustrate my point a little more clearly, consider the DGP/MT/UTP task system (which we all know was originally written for CT).
Under that system, maybe forcing a stuck hatch open is an Average task. STR based.
Which skill do you use?
Or...do you use another stat as the second modifier? Maybe END?
So, let's say a character with STR-5 END-7 tries to force open the stuck hatch. He has the same chance as the much stronger character next to him with STR-9 END-7.
This is a clear example of why I stick with CT's "roll lower" stat check mechanic when it comes to attribute-based rolls.
First off, you only have to pick one stat (not "dig" for another appropriate stat), and the dude with STR-9 has a heck of a lot better chance for forcing the stuck hatch open than his weaker buddy with STR-5 (2D for 9- vs. 2D for 5-).
It just makes more sense.
Again, not sure I agree here (although I do see where you're coming from).It really doesn't matter if the players and the GM have no problem with it, but it is easier for new players learning a game system if they just have to remember roll high or roll low.
I would argue that new players are easier to accept something like that--because they don't know any different. They're new to the game. The GM is teaching them.
You want to drag that injured comrade into the airlock? OK, there's three of you, so average your STR scores then roll that number or less on 2D.
Done.
Oh, you want to jump from the outside hull of your ship to the floating derelict? No problem, roll 10+ on 2D and add +4 for each level of Vacc Suit you have.
CT is flexible that way. I like it a lot. Makes for fast, non-generic gameplay.
One of the things I didn't like about MT was how many things got homogenized.
In MT, a revolver and an autopistol and a body pistol all have the same chance of success to hit a enemy target.
In CT, each of those weapons provides different modifiers.
That kind of detail is something that you give up if you use a one-size-fits-all mechanic.
I like how CT still "keeps it simple" and provides that distinction.
And, in a way, the roll-high or roll-low switch makes CT capable of cleanly, easily handling any situation, on the fly.
CT is flexible because the mechanics are flexible.