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CT Only: The Traveller Adventure characteristic rolls and high characteristics

Golan2072

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The Traveller Adventure P.28:

Personal Characteristics: Many cases can be resolved by looking at the character's personal characteristics (strength, dexterity, endurance, intelligence, and so on1 which are appropriate to the situation. For example, in lifting or forcing large objects, strength might be most appropriate; a more delicate situation could depend on dexterity. The referee should instruct the player character to throw the characteristic or less on two dice. The higher the characteristic, the greater the chance of accomplishing the goal. Relatively easy situations might call for rolling the sum of two characteristics or less; harder situations might have a positive DM to reduce the chance of success.
But what happens if you have a characteristic of 12+? Do you automatically succeed? Fail only on a natural 12? Roll only if you have negative DMs reducing your effective characteristic below 12?

My gut instinct is to allow them to auto-succeed unless negative DMs reduce the characteristic below 12. After all, these are exceptional characteristics. Someone with, say, DEX F (15), is a master of stealth and graceful movement; he can auto-sneak past most guards except for the best of the best. That's his shtick.
 
I like to keep a suspense.

If a task is worth the time to roll it is worth the risk to fail.

if 12 should succeed: roll, if result is 12 roll again, the second roll depend of the initial target: chr 10 dm+3=13 => auto =▮▮> if actual roll 12 => new roll: succes= Chr + 1 (as residual dm =13 -12=1)=11

Of course, there is such thing as eating without Rolling to see if you stick your fork in your eye :) so automatic is fine sometime.

have fun

Selandia
 
I'm not a fan of attribute checks, I'd ignore the rule and stick to something like 7+, with B+ in any relevant characteristic giving a +4 for example. Use the Situation Throws section on P.28 following.
 
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