Border Reiver
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Couple of thoughts on that...Originally posted by Border Reiver:
Yeah a simplified UGM would fit nicely with the task/combat system. Knock out a few difficulty levels and it's perfect.
CT-L has 4+, 8+, 12+, and yes, this simplification:Originally posted by Supplement Four:
See, Sig's mod of UGM uses (correct me if I'm wrong, Sig) three difficulty numbers: 8+, 10+, and 12+.
Yep, range band based ship combat.Originally posted by Border Reiver:
CharGen is much simpler and I suspect (correct me if I'm wrong Sigg) his starship combat will use a variant on Starter Traveller's range band system.
C'mon, Sig. Like I'd care if you modded UGM in your system. I mean, you're not looking to sell it right? We're just all playing Traveller here, right?Originally posted by Sigg Oddra:
I would prefer to use the UGM mechanic and say:
"+1 if your dice roll is less than or equal to the characteristic the referee decides applies to the task"
but I'd need your permission for that since it is obviously UGM inspired.
I went to the casino last night to play a little poker, and on my drive back (as a co-inky-dink), I was thinking about this very same topic.Originally posted by Sigg Oddra:
I was thinking of having weapon ranges based on multiples of character Dex.
I actually considered that very same idea when UGM was first being designed. My take on it was that an average citizen should get a +1 on Easy, Routine, and Standard tasks. It's at the difficulty level of Difficult, Challenging, Formidable, and higher that the average person's natural ability is no help.Originally posted by CTJosh:
The reason I propose this modification is because a character with a 7 characteristic will effectively succeed on standard tasks on a roll of 7+ rather than an 8+.
Can you remember what it was, or if is it included in this new version?Originally posted by Supplement Four:
Border R. made a constructive criticism of the UGM recently (in the deleted UGM thread), and the UGM is better for it today (the fix was better than the original).
Point taken. I wasn't sure about the compatibility issue with MT or issues with other standardized difficulty target numbers.Originally posted by Supplement Four:
Also, the way the natural ability mod is now, with the "equal to or less", keeps the UGM very compatible with the MT task system (if you see a Routine MT task, you can feel comfortable know that, if you use the UGM Routine task, your probability for success is about the same--and usually the exact same).
If we change the natural ability mod to "less than stat" rather than "less than or equal to stat", we'll loose some of that compatibility with the MT task system (which makes official MT printed products very useful to the UGM GameMaster).
Absolutely, I remember. His criticism ended up changing the way the high natural ability check is done.Originally posted by Sigg Oddra:
Can you remember what it was, or if is it included in this new version?
Percentage-wise, the success numbers for the UGM look damn good (like I said, the UGM closely parallels the MT system at success rate, but the UGM, with it's larger number of difficulty categories, gives a much smoother curve). I've run all the numbers on the UGM (and, another poster, way back with the first version of the UGM, ran them too), and they come out looking exceptional (imo).Originally posted by CTJosh:
I just noticed the anomaly where a charceter with an average stat was accomplishing standard tasks at slightly above-average frequency.
I notice your version doesn't have the improvements included in the latest edition of UGM.Originally posted by Employee 2-4601:
It was written for a previous version of UGM, so do you have any suggestions for its improvement and update?
Hmmm... My version of the UGM summery says that "each task has a Difficulty DM, either chosen by the Referee or provided beforehand by the adventure. Difficulty DMs range from -8 to +8, with most being between -2 to +2" - is that sufficient to make it clear that Difficulty DMs are not fixed in stone?Originally posted by Supplement Four:
2. ... Next, I've made it more clear that the UGM difficulty levels are not "written in stone" and that GMs are encouraged to adjust the difficulty up a point or down a point if they feel the situation deserves it.
For example, the DGP/MT system is rigid in that all SIMPLE tasks are 3+, all ROUTINE tasks are 7+, all DIFFICULT tasks are 11+, etc.
The UGM encourages the GM to pick a starting point and use that difficulty DM OR adjust that DM up or down a point should the situation warrant. This way, a STANDARD UGM task could be -1DM, +0DM, or +1DM. A DIFFICULT task could be a -1DM, -2DM, or -3DM. And so on.
This type of thing is much more "playable" with CT (for which the UGM was designed) allowing for a 5+ throw (CT's roll for pulling people out of low berth) or a 9+ roll (CT's throw for repairing a starship system during Book 2 space combat)...things like that. (the 5+ roll, in UGM terms, is a corresponding +3DM Difficulty...the 9+ throw corresponds to a -1DM Difficulty).