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The FASTEST Classic Traveller Task System You'll Ever SEE!

This was a reply of mine to Sig in another thread, but I didn't want to hijack the thread (and Sig mentioned it would probably be better as a different topic), so I thought it best to post it here.

Instead of re-writing the whole thing, I'll just copy in the entire reply, with Sig's quote.

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Originally posted by Sigg Oddra:
But these days I'm very much into rules lite, minimum number of die rolls and all that.

I want one to hit roll and one damage roll (I've even dropped the hit location bit thanks to something daryen posted), it speeds play.
Interesting side-note (Or, maybe not so interesting side note).

CTI started life as a One Die Classic Traveller system.

And, it's easy to still use the system that way.

One roll (or series of rolls, if you get to re-roll) covers to-hit, damage, and hit location.

It's a mean, lean, game system.

I mention it because you're into streamlining, Sig.

Here's how it works.

You roll your CTI dice, one at a time, and get a total.

If you hit, whatever was thrown over your target is your base damage.

If a hit was made, then additional damage due to your weapon is added.

The last result of your die is your hit location.


-------------
Quickie example
-------------

Fred has DEX-7 and Revolver-2. He fires at a target at Short range.

1D is thrown. Result is a 4. One re-roll allowed because total is lower than Stat. A 5 turns up on the re-roll.

9 +2 (Range) = 11 (Skill is already considered in the rolling above--we're consolidating, Sig!).


8+ was needed to hit. Fred hit with his 11, and he has a base damage of 3 points (11-8).

Then, we add in extra damage due to the weapon used (use a +1 for every "D" of damage). A revolver does +3.

So, in TWO quick rolls of a single die...

(1) We know that Fred hit.

(2) We know that Fred did 6 points of damage.

(3) We know that Fred hit the target's hit location #5 (we'll say that's his left leg).




And...guess what! This system also defines every level of stat and skill with a different benefit!

Whaddya think of that, Sig, for consolidation?

Two rolls...everything you need to know for the combat round.
 
This was a reply of mine to Sig in another thread, but I didn't want to hijack the thread (and Sig mentioned it would probably be better as a different topic), so I thought it best to post it here.

Instead of re-writing the whole thing, I'll just copy in the entire reply, with Sig's quote.

================================================
================================================


Originally posted by Sigg Oddra:
But these days I'm very much into rules lite, minimum number of die rolls and all that.

I want one to hit roll and one damage roll (I've even dropped the hit location bit thanks to something daryen posted), it speeds play.
Interesting side-note (Or, maybe not so interesting side note).

CTI started life as a One Die Classic Traveller system.

And, it's easy to still use the system that way.

One roll (or series of rolls, if you get to re-roll) covers to-hit, damage, and hit location.

It's a mean, lean, game system.

I mention it because you're into streamlining, Sig.

Here's how it works.

You roll your CTI dice, one at a time, and get a total.

If you hit, whatever was thrown over your target is your base damage.

If a hit was made, then additional damage due to your weapon is added.

The last result of your die is your hit location.


-------------
Quickie example
-------------

Fred has DEX-7 and Revolver-2. He fires at a target at Short range.

1D is thrown. Result is a 4. One re-roll allowed because total is lower than Stat. A 5 turns up on the re-roll.

9 +2 (Range) = 11 (Skill is already considered in the rolling above--we're consolidating, Sig!).


8+ was needed to hit. Fred hit with his 11, and he has a base damage of 3 points (11-8).

Then, we add in extra damage due to the weapon used (use a +1 for every "D" of damage). A revolver does +3.

So, in TWO quick rolls of a single die...

(1) We know that Fred hit.

(2) We know that Fred did 6 points of damage.

(3) We know that Fred hit the target's hit location #5 (we'll say that's his left leg).




And...guess what! This system also defines every level of stat and skill with a different benefit!

Whaddya think of that, Sig, for consolidation?

Two rolls...everything you need to know for the combat round.
 
Fred has DEX-7 and Revolver-2. He fires at a target at Short range.

1D is thrown. Result is a 4. One re-roll allowed because total is lower than Stat. A 5 turns up on the re-roll.

9 +2 (Range) = 11 (Skill is already considered in the rolling above--we're consolidating, Sig!).
I didn't see where the skill came in... the system is so fast I must have missed it ;)
 
Fred has DEX-7 and Revolver-2. He fires at a target at Short range.

1D is thrown. Result is a 4. One re-roll allowed because total is lower than Stat. A 5 turns up on the re-roll.

9 +2 (Range) = 11 (Skill is already considered in the rolling above--we're consolidating, Sig!).
I didn't see where the skill came in... the system is so fast I must have missed it ;)
 
Originally posted by Berg:
I didn't see where the skill came in... the system is so fast I must have missed it ;)
LOL!

This is a version of CTI, so I didn't make the rolling clear. I thought you knew CTI, Berg!

The current version of CTI morphed from this concept, and this isn't a finished system--it's close, but not quite finished yet. I abandoned work on it when I finished CTI as a standard 2D system to-hit and then a separate damage roll.

But, to walk you through the motions...

(Remember--unfinished system, and in order to finish it, I'd have to do some tweaking and number crunching..but....)

====================================

TASK THROW

Roll 1D.


Re-rolls are possible if...

--1-- If roll is equal to or lower than Skill, then roll again once.

--2-- If the total is equal to or lower than Stat, then roll again once.

--3-- Anytime a "6" is thrown on the die.

====================================



Did you see it then?

Quick little sucker, ain't it?

The skill is referece in the first check for a re-roll. Then stat is referenced second (these can be reversed if Skill is higher than Stat). And, 6's are always re-thrown.

That's it.


Another thing I thought I'd do with this (and am currently using in the official version of CTI) is let a target's stat be the target number to hit him.

If you're in Melee, Brawling, or HTH combat, you'll roll against your opponent's END. (You need to roll higher than your target's END to hit him.) But, the minimum target number is 8+ (this gives a bonus to those with stats that are above average 8+.)

If you're in Fire Combat, you'll roll against your opponent's DEX. (Again, 8+ is the minimum.)


On average, with this one die process, you'll end up rolling a single die 1-3 times (it will be very quick once you're used to it), and that quick little series of single die rolls will tell you (1) If you hit; (2) How much base damage you did; and (3) Where you hit--hit location.

Not a finished idea, but I think a worthy one for someone interested in quick game play.
 
Originally posted by Berg:
I didn't see where the skill came in... the system is so fast I must have missed it ;)
LOL!

This is a version of CTI, so I didn't make the rolling clear. I thought you knew CTI, Berg!

The current version of CTI morphed from this concept, and this isn't a finished system--it's close, but not quite finished yet. I abandoned work on it when I finished CTI as a standard 2D system to-hit and then a separate damage roll.

But, to walk you through the motions...

(Remember--unfinished system, and in order to finish it, I'd have to do some tweaking and number crunching..but....)

====================================

TASK THROW

Roll 1D.


Re-rolls are possible if...

--1-- If roll is equal to or lower than Skill, then roll again once.

--2-- If the total is equal to or lower than Stat, then roll again once.

--3-- Anytime a "6" is thrown on the die.

====================================



Did you see it then?

Quick little sucker, ain't it?

The skill is referece in the first check for a re-roll. Then stat is referenced second (these can be reversed if Skill is higher than Stat). And, 6's are always re-thrown.

That's it.


Another thing I thought I'd do with this (and am currently using in the official version of CTI) is let a target's stat be the target number to hit him.

If you're in Melee, Brawling, or HTH combat, you'll roll against your opponent's END. (You need to roll higher than your target's END to hit him.) But, the minimum target number is 8+ (this gives a bonus to those with stats that are above average 8+.)

If you're in Fire Combat, you'll roll against your opponent's DEX. (Again, 8+ is the minimum.)


On average, with this one die process, you'll end up rolling a single die 1-3 times (it will be very quick once you're used to it), and that quick little series of single die rolls will tell you (1) If you hit; (2) How much base damage you did; and (3) Where you hit--hit location.

Not a finished idea, but I think a worthy one for someone interested in quick game play.
 
The skill is referece in the first check for a re-roll. Then stat is referenced second (these can be reversed if Skill is higher than Stat). And, 6's are always re-thrown.
I would reference the stat after the second roll is made, but before any "bonus" dice because comparing a stat to a single die will almost always gaurantee a bonus. If this is already how it's done then once again I missed it...Damn fast ;)
 
The skill is referece in the first check for a re-roll. Then stat is referenced second (these can be reversed if Skill is higher than Stat). And, 6's are always re-thrown.
I would reference the stat after the second roll is made, but before any "bonus" dice because comparing a stat to a single die will almost always gaurantee a bonus. If this is already how it's done then once again I missed it...Damn fast ;)
 
You reference Skill first.

Then, you reference stat.

And, always re-roll 6's.

------------------------------

So...

Skill-2 Stat-4 character.

Throw 1D and get a 5.

That's it. You're done. Your total is 5.

(Lickety-split DAMN fast!).

Your die was higher than your skill, so no re-roll there.

Your total was higher than your stat, so no re-roll there.

You didn't roll a 6, so no re-roll there.

You rolled 1D, and ended up with a five.

Boom. Your task is over.

------------------------------


Skill-3 Stat-10

Roll 1D, get a 2.

Re-roll because of skill, get a 5.

Re-roll because of stat, get a 6.

Re-roll because of the 6, get a 3.

Your total is 16.

Good roll!

------------------------------

One more...

Skill-1 Stat-7

Roll 1D get a 6.

Re-roll 6, and get a 1.

Roll once more because of Stat, get a 3.

Your total is 10.


And, you're done.


FAST, baby, FAST. VROOM, VROOM!
 
You reference Skill first.

Then, you reference stat.

And, always re-roll 6's.

------------------------------

So...

Skill-2 Stat-4 character.

Throw 1D and get a 5.

That's it. You're done. Your total is 5.

(Lickety-split DAMN fast!).

Your die was higher than your skill, so no re-roll there.

Your total was higher than your stat, so no re-roll there.

You didn't roll a 6, so no re-roll there.

You rolled 1D, and ended up with a five.

Boom. Your task is over.

------------------------------


Skill-3 Stat-10

Roll 1D, get a 2.

Re-roll because of skill, get a 5.

Re-roll because of stat, get a 6.

Re-roll because of the 6, get a 3.

Your total is 16.

Good roll!

------------------------------

One more...

Skill-1 Stat-7

Roll 1D get a 6.

Re-roll 6, and get a 1.

Roll once more because of Stat, get a 3.

Your total is 10.


And, you're done.


FAST, baby, FAST. VROOM, VROOM!
 
If that's the case then it seems to make stats way more importants than skills :eek:
I think we'll need stats (pardon the pun ;) )
 
If that's the case then it seems to make stats way more importants than skills :eek:
I think we'll need stats (pardon the pun ;) )
 
I'm finding it VERY hard to understand how this is faster than a system of 2d6+skill+stat bonus to equal or beat a TN/DC? If you hit roll damage. That's just two rolls with no waiting to check whether you've gotten a re-roll because you got under your skill or stat.
 
I'm finding it VERY hard to understand how this is faster than a system of 2d6+skill+stat bonus to equal or beat a TN/DC? If you hit roll damage. That's just two rolls with no waiting to check whether you've gotten a re-roll because you got under your skill or stat.
 
Funny, But DGP CT is faster... one roll, two dice. No rerolls. Rerolls take time, more than the division involved in DGP-CT/MT

Faster still, 2300's 1d10 version of the DGP-CT/MT system.
 
Funny, But DGP CT is faster... one roll, two dice. No rerolls. Rerolls take time, more than the division involved in DGP-CT/MT

Faster still, 2300's 1d10 version of the DGP-CT/MT system.
 
Originally posted by Berg:
If that's the case then it seems to make stats way more importants than skills :eek:
I think we'll need stats (pardon the pun ;) )
Not really. If you look at the numbers that Frits spit for us on CTI, Skills and Stats are pretty much on equal footing--which is about how I like it.

I'm firmly in the camp that skills have to mean a whole lot too.

This system is a hair different from official CTI (so these numbers I'm about to give you might be off a bit), but I think they'll demonstrate the point of this unfinished version of CTI.

We'll look at a Stat-7 character making a Difficulty (8+) roll.

Skill-0 48.6%
Skill-1 51.38%
Skill-2 53.70%
Skill-3 57.86%
Skill-4 63.42%
Skill-5 69.90%
Skill-6 83.79%

That's our base. Let's see what happens if we increase or decrease the stat on this same roll.

Skill-0
At Skill-0, the chance of success increases to 53.7% but never goes higher than that no matter the stat increase.

Decreasting to Stat-5 changes success to 39.35%. Decreasing again to Stat-4 makes it 32.4%. At Stat-3, it's 27.8%. And, at Stat-2 it's 25.46%.

I won't bore you with writing all these out. But, suffice it to say that what happens with CTI, is that (1) you get an increase in your chance of success with EACH skill level, but (2) your Stat increases will incrase your probablilty (the increase is about the same as for a skill) of success up to a point, where it will top-out..

With CTI, Skill is definitely more important than stat in giving you a chance at success, but your stat plays the roll it should.


It seems opposite, doesn't it? I mean, looking at how the system is rolled. It seems like skill will mean nothing and stat will mean everything in this system.

But, the numbers show that that's not the case. Skill is actually more important to your success than stat--but you can't ignore stat either. A low stat will keep you with lower rolls.

Which is what I designed the system to do--I want my Stat-5 Skill-2 dude rolling lower than my Stat-7 Skill-2 dude.

And, that happens with this system.

Difficult roll. Stat-7 Skill-2. 53.7% chance of success.

Difficult roll. Stat-5 Skill-2. 39.81% chance of success.
 
Originally posted by Berg:
If that's the case then it seems to make stats way more importants than skills :eek:
I think we'll need stats (pardon the pun ;) )
Not really. If you look at the numbers that Frits spit for us on CTI, Skills and Stats are pretty much on equal footing--which is about how I like it.

I'm firmly in the camp that skills have to mean a whole lot too.

This system is a hair different from official CTI (so these numbers I'm about to give you might be off a bit), but I think they'll demonstrate the point of this unfinished version of CTI.

We'll look at a Stat-7 character making a Difficulty (8+) roll.

Skill-0 48.6%
Skill-1 51.38%
Skill-2 53.70%
Skill-3 57.86%
Skill-4 63.42%
Skill-5 69.90%
Skill-6 83.79%

That's our base. Let's see what happens if we increase or decrease the stat on this same roll.

Skill-0
At Skill-0, the chance of success increases to 53.7% but never goes higher than that no matter the stat increase.

Decreasting to Stat-5 changes success to 39.35%. Decreasing again to Stat-4 makes it 32.4%. At Stat-3, it's 27.8%. And, at Stat-2 it's 25.46%.

I won't bore you with writing all these out. But, suffice it to say that what happens with CTI, is that (1) you get an increase in your chance of success with EACH skill level, but (2) your Stat increases will incrase your probablilty (the increase is about the same as for a skill) of success up to a point, where it will top-out..

With CTI, Skill is definitely more important than stat in giving you a chance at success, but your stat plays the roll it should.


It seems opposite, doesn't it? I mean, looking at how the system is rolled. It seems like skill will mean nothing and stat will mean everything in this system.

But, the numbers show that that's not the case. Skill is actually more important to your success than stat--but you can't ignore stat either. A low stat will keep you with lower rolls.

Which is what I designed the system to do--I want my Stat-5 Skill-2 dude rolling lower than my Stat-7 Skill-2 dude.

And, that happens with this system.

Difficult roll. Stat-7 Skill-2. 53.7% chance of success.

Difficult roll. Stat-5 Skill-2. 39.81% chance of success.
 
Originally posted by Aramis:
Funny, But DGP CT is faster... one roll, two dice. No rerolls. Rerolls take time, more than the division involved in DGP-CT/MT

Fellas, fellas. You're taking the title of this thread too seriously. It began as a one-off comment by Sig for a task system that combined everything into a single task roll.

I just showed him this unfinished idea.

I mean the "FAST" part as joke with a 50's B-Movie flair--not to start a discussion about how fast one system is over another.

But, I will point this out, Wil.

Under this system, you roll a single die, 1-3 times, and you've got--

(1) If you hit.
(2) How much damage you did.
(3) Where you hit.


What you're comparing above as "faster" is only the "if you hit" part. Not the damage or hit location part.

So, if I were so inclined (and I'm not about to get into a discussion about how fast this system is), I'd argue that it is faster than what you cite, because--

--You roll 1-3 quick single dice.

--You only use two DM's on the roll (range and weapon damage DM), and one of those DM's (the extra damage by weapon DM) is only referenced if a hit is made. Skill and Stat are already referenced.

--There is no division.

--And, if you use an 8+ target number for everything, that's quick too.


So, yeah, I'd say this system is pretty damn quick--especially since you're not looking up a lot of DMs or dividing stats or blah, blah, blah.


Like I said above, this isn't a finished idea. I probably won't finish it. But, it does streamline CT combat quite a bit, and it's there in my bag of tricks should I ever want to go this route with my game.
 
Originally posted by Aramis:
Funny, But DGP CT is faster... one roll, two dice. No rerolls. Rerolls take time, more than the division involved in DGP-CT/MT

Fellas, fellas. You're taking the title of this thread too seriously. It began as a one-off comment by Sig for a task system that combined everything into a single task roll.

I just showed him this unfinished idea.

I mean the "FAST" part as joke with a 50's B-Movie flair--not to start a discussion about how fast one system is over another.

But, I will point this out, Wil.

Under this system, you roll a single die, 1-3 times, and you've got--

(1) If you hit.
(2) How much damage you did.
(3) Where you hit.


What you're comparing above as "faster" is only the "if you hit" part. Not the damage or hit location part.

So, if I were so inclined (and I'm not about to get into a discussion about how fast this system is), I'd argue that it is faster than what you cite, because--

--You roll 1-3 quick single dice.

--You only use two DM's on the roll (range and weapon damage DM), and one of those DM's (the extra damage by weapon DM) is only referenced if a hit is made. Skill and Stat are already referenced.

--There is no division.

--And, if you use an 8+ target number for everything, that's quick too.


So, yeah, I'd say this system is pretty damn quick--especially since you're not looking up a lot of DMs or dividing stats or blah, blah, blah.


Like I said above, this isn't a finished idea. I probably won't finish it. But, it does streamline CT combat quite a bit, and it's there in my bag of tricks should I ever want to go this route with my game.
 
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