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The Universal Game Mechanic (revised)

(Introduction.)


What is the Universal Game Mechanic?

It's a task system for Classic Traveller. It's designed to be used with CT without changing official Classic Trav rules. Just pop this sucker into your game when you need a character to attempt a task.

As I was designing this task system, I benefitted greatly from the input of other Traveller gamers from both this forum and the TML. (See the threads on both this forum and the mailing list.)

The Universal Game Mechanic is a very simple task system that will be very familiar to Classic Traveller players. When a task is called for, the player simply rolls 2D, adds mods, for 8+.

Besides that simplicity, what this task system will bring to your game is the influence of a character's natural ability (rarely referenced in official CT rules with respect to tasks). And, each and every level of a character's stat will provide a benefit (i.e. you won't have your Pilot-2 EDU-9 and Pilot-2 EDU-5 guys always making the same roll as you do with the DGP/MT task system).

The UGM is probably the most Classic-Traveller-centric, CT-intuitive task system I've ever designed.

I hope you find it useful in your games.
 
(Introduction.)


What is the Universal Game Mechanic?

It's a task system for Classic Traveller. It's designed to be used with CT without changing official Classic Trav rules. Just pop this sucker into your game when you need a character to attempt a task.

As I was designing this task system, I benefitted greatly from the input of other Traveller gamers from both this forum and the TML. (See the threads on both this forum and the mailing list.)

The Universal Game Mechanic is a very simple task system that will be very familiar to Classic Traveller players. When a task is called for, the player simply rolls 2D, adds mods, for 8+.

Besides that simplicity, what this task system will bring to your game is the influence of a character's natural ability (rarely referenced in official CT rules with respect to tasks). And, each and every level of a character's stat will provide a benefit (i.e. you won't have your Pilot-2 EDU-9 and Pilot-2 EDU-5 guys always making the same roll as you do with the DGP/MT task system).

The UGM is probably the most Classic-Traveller-centric, CT-intuitive task system I've ever designed.

I hope you find it useful in your games.
 
(The Universal Game Mechanic.)


TASK ROLL

2D + mods for 8+


--Roll 2D. Add or subtract modifiers. Tasks succeed when 8+ is thrown.--


Proceedure:
-1- Roll 2D.

-2- Check natural ability modifier.

-3- Add or subtract modifiers for difficulty, skill, etc.

-4- Task succeeds if total is 8+.
 
(The Universal Game Mechanic.)


TASK ROLL

2D + mods for 8+


--Roll 2D. Add or subtract modifiers. Tasks succeed when 8+ is thrown.--


Proceedure:
-1- Roll 2D.

-2- Check natural ability modifier.

-3- Add or subtract modifiers for difficulty, skill, etc.

-4- Task succeeds if total is 8+.
 
(Difficulty.)


+4DM....Easy Tasks
+2DM....Routine Tasks
+0DM....Standard Tasks
-2DM....Difficult Tasks
-4DM....Challenging Tasks
-6DM....Formidable Tasks
-8DM....Insane Tasks
-10DM...Impossible Tasks


================================================
(edit)

GMs who want to use UGM with difficulty levels that reflect different values (like the DGP/MT system) can use UGM with the numbers below. These target numbers provide the exact same result as the DMs above do when rolling for 8+.

4+ ....Easy Tasks
6+ ....Routine Tasks
8+ ....Standard Tasks
10+....Difficult Tasks
12+....Challenging Tasks
14+....Formidable Tasks
16+....Insane Tasks
18+....Impossible Tasks
 
(Difficulty.)


+4DM....Easy Tasks
+2DM....Routine Tasks
+0DM....Standard Tasks
-2DM....Difficult Tasks
-4DM....Challenging Tasks
-6DM....Formidable Tasks
-8DM....Insane Tasks
-10DM...Impossible Tasks


================================================
(edit)

GMs who want to use UGM with difficulty levels that reflect different values (like the DGP/MT system) can use UGM with the numbers below. These target numbers provide the exact same result as the DMs above do when rolling for 8+.

4+ ....Easy Tasks
6+ ....Routine Tasks
8+ ....Standard Tasks
10+....Difficult Tasks
12+....Challenging Tasks
14+....Formidable Tasks
16+....Insane Tasks
18+....Impossible Tasks
 
(Natural Ability.)


Each task roll involves the use of a skill and the character's natural ability in the form of his attribute scores.

On every task, pick an appropriate skill to use and an appropriate stat to govern the task. (Consider the character at Skill-0 if the character does not have an appropriate skill.)

Immediately after the natural 2D roll is thrown, before any other modifiers are applied, check the natural roll against the character's natural ability.

When the throw is equal to or less than the governor stat, allow a +1DM on the task throw.

HIGH NATURAL ABILITY
Characters with attributes 12+ have high natural ability, and as such, are entitled to a greater benefit.

Stat-12 +1DM to all tasks.

Stat-13 +2DM if natural roll is 12; otherwise +1DM to all tasks.

Stat-14 +2DM if natural roll is 11+; otherwise +1DM to all tasks.

Stat-15 +2DM if natural roll is 10+; otherwise +1DM to all tasks.
 
(Natural Ability.)


Each task roll involves the use of a skill and the character's natural ability in the form of his attribute scores.

On every task, pick an appropriate skill to use and an appropriate stat to govern the task. (Consider the character at Skill-0 if the character does not have an appropriate skill.)

Immediately after the natural 2D roll is thrown, before any other modifiers are applied, check the natural roll against the character's natural ability.

When the throw is equal to or less than the governor stat, allow a +1DM on the task throw.

HIGH NATURAL ABILITY
Characters with attributes 12+ have high natural ability, and as such, are entitled to a greater benefit.

Stat-12 +1DM to all tasks.

Stat-13 +2DM if natural roll is 12; otherwise +1DM to all tasks.

Stat-14 +2DM if natural roll is 11+; otherwise +1DM to all tasks.

Stat-15 +2DM if natural roll is 10+; otherwise +1DM to all tasks.
 
(Spectacular Success and Spectacular Failure.)


When snake eyes are thrown on a task, a Spectacular Failure may result.

When box cars are thrown on a task, a Spectacular Success may result.


In either case, a check is called for.


SPECTACULAR SUCCESS/FAILURE CHECK

3D < or = Stat + Skill + Difficulty


Add the character's stat plus his skill level plus the difficulty modifier used on the task.

--Roll this amount or less on 3D to avoid a Spectacular Failure result.

--Roll this amount of less on 3D to achieve a Spectacular Success result.
 
(Spectacular Success and Spectacular Failure.)


When snake eyes are thrown on a task, a Spectacular Failure may result.

When box cars are thrown on a task, a Spectacular Success may result.


In either case, a check is called for.


SPECTACULAR SUCCESS/FAILURE CHECK

3D < or = Stat + Skill + Difficulty


Add the character's stat plus his skill level plus the difficulty modifier used on the task.

--Roll this amount or less on 3D to avoid a Spectacular Failure result.

--Roll this amount of less on 3D to achieve a Spectacular Success result.
 
(The Influence of Stats.)


Stat-1 No natural ability bonus possible.

Stat-2 Natural ability bonus will occur only 3% of the time, and when it does, it will likely only effect Easy task rolls (depending on skill level).

Stat-3 Natural ability bonus will occur 8% of the time and likely only effect Easy task rolls (depending on skill level).

Stat-4 Natural ability bonus will occur 17% of the time and likely only effect Easy task rolls (depending on skill level).

Stat-5 Natural ability bonus will occur 28% of the time and likely only effect Easy and Routine task rolls (depending on skill level).

Stat-6 Natural ability bonus will occur 42% of the time and likely only effect Easy and Routine task rolls (depending on skill level).

Stat-7 Natural ability bonus will occur 58% of the time and likely effect Easy, Routine, and Standard task rolls (depending on skill level).

Stat-8 Natural ability bonus will occur 72% of the time and likely effect Easy, Routine, and Standard task rolls (depending on skill level).

Stat-9 Natural ability bonus will occur 83% of the time and likely effect Easy, Routine, Standard, and Difficult task rolls (depending on skill level).

Stat-10 Natural ability bonus will occur 92% of the time and likely effect Easy, Routine, Standard, and Difficult task rolls (depending on skill level).

Stat-11 Natural ability bonus will occur 97% of the time and likely effect Easy, Routine, Standard, Difficult, and Challenging task rolls (depending on skill level).

Stat-12 Natural ability bonus will occur on every task and likely effect Easy, Routine, Standard, Difficult, and Challenging task rolls (depending on skill level).

Stat-13 Natural ability bonus will occur on every task and likely effect Easy, Routine, Standard, Difficult, Challenging, and Formidable task rolls (depending on skill level). 3% of the time the natural ability bonus is doubled.

Stat-14 Natural ability bonus will occur on every task and likely effect Easy, Routine, Standard, Difficult, Challenging, and Formidable task rolls (depending on skill level). 8% of the time the natural ability bonus is doubled.

Stat-15 Natural ability bonus will occur on every task and likely effect Easy, Routine, Standard, Difficult, Challenging, and Formidable task rolls (depending on skill level). 17% of the time the natural ability bonus is doubled.
 
(The Influence of Stats.)


Stat-1 No natural ability bonus possible.

Stat-2 Natural ability bonus will occur only 3% of the time, and when it does, it will likely only effect Easy task rolls (depending on skill level).

Stat-3 Natural ability bonus will occur 8% of the time and likely only effect Easy task rolls (depending on skill level).

Stat-4 Natural ability bonus will occur 17% of the time and likely only effect Easy task rolls (depending on skill level).

Stat-5 Natural ability bonus will occur 28% of the time and likely only effect Easy and Routine task rolls (depending on skill level).

Stat-6 Natural ability bonus will occur 42% of the time and likely only effect Easy and Routine task rolls (depending on skill level).

Stat-7 Natural ability bonus will occur 58% of the time and likely effect Easy, Routine, and Standard task rolls (depending on skill level).

Stat-8 Natural ability bonus will occur 72% of the time and likely effect Easy, Routine, and Standard task rolls (depending on skill level).

Stat-9 Natural ability bonus will occur 83% of the time and likely effect Easy, Routine, Standard, and Difficult task rolls (depending on skill level).

Stat-10 Natural ability bonus will occur 92% of the time and likely effect Easy, Routine, Standard, and Difficult task rolls (depending on skill level).

Stat-11 Natural ability bonus will occur 97% of the time and likely effect Easy, Routine, Standard, Difficult, and Challenging task rolls (depending on skill level).

Stat-12 Natural ability bonus will occur on every task and likely effect Easy, Routine, Standard, Difficult, and Challenging task rolls (depending on skill level).

Stat-13 Natural ability bonus will occur on every task and likely effect Easy, Routine, Standard, Difficult, Challenging, and Formidable task rolls (depending on skill level). 3% of the time the natural ability bonus is doubled.

Stat-14 Natural ability bonus will occur on every task and likely effect Easy, Routine, Standard, Difficult, Challenging, and Formidable task rolls (depending on skill level). 8% of the time the natural ability bonus is doubled.

Stat-15 Natural ability bonus will occur on every task and likely effect Easy, Routine, Standard, Difficult, Challenging, and Formidable task rolls (depending on skill level). 17% of the time the natural ability bonus is doubled.
 
(The Influence of Skills.)


Here is a chart showing probabilities without the influence of natural ability.

(To consider the influence of Stat, check the result for the next lower--or the next two lower--target numbers.)

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Target Skill-0 Skill-1 Skill-2 Skill-3 Skill-4 Skill-5 Skill-6
2 100% 100% 100% 100% 100% 100% 100%
3 97% 100% 100% 100% 100% 100% 100%
ESY 4 92% 97% 100% 100% 100% 100% 100%
5 83% 92% 97% 100% 100% 100% 100%
ROU 6 72% 83% 92% 97% 100% 100% 100%
7 58% 72% 83% 92% 97% 100% 100%
STD 8 42% 58% 72% 83% 92% 97% 100%
9 28% 42% 58% 72% 83% 92% 97%
DIF 10 17% 28% 42% 58% 72% 83% 92%
11 8% 17% 28% 42% 58% 72% 83%
CHA 12 3% 8% 17% 28% 42% 58% 72%
13 0% 3% 8% 17% 28% 42% 58%
FOR 14 0% 0% 3% 8% 17% 28% 42%
15 0% 0% 0% 3% 8% 17% 28%
INS 16 0% 0% 0% 0% 3% 8% 17%
17 0% 0% 0% 0% 0% 3% 8%
IMP 18 0% 0% 0% 0% 0% 0% 3%</pre>[/QUOTE]
 
(The Influence of Skills.)


Here is a chart showing probabilities without the influence of natural ability.

(To consider the influence of Stat, check the result for the next lower--or the next two lower--target numbers.)

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Target Skill-0 Skill-1 Skill-2 Skill-3 Skill-4 Skill-5 Skill-6
2 100% 100% 100% 100% 100% 100% 100%
3 97% 100% 100% 100% 100% 100% 100%
ESY 4 92% 97% 100% 100% 100% 100% 100%
5 83% 92% 97% 100% 100% 100% 100%
ROU 6 72% 83% 92% 97% 100% 100% 100%
7 58% 72% 83% 92% 97% 100% 100%
STD 8 42% 58% 72% 83% 92% 97% 100%
9 28% 42% 58% 72% 83% 92% 97%
DIF 10 17% 28% 42% 58% 72% 83% 92%
11 8% 17% 28% 42% 58% 72% 83%
CHA 12 3% 8% 17% 28% 42% 58% 72%
13 0% 3% 8% 17% 28% 42% 58%
FOR 14 0% 0% 3% 8% 17% 28% 42%
15 0% 0% 0% 3% 8% 17% 28%
INS 16 0% 0% 0% 0% 3% 8% 17%
17 0% 0% 0% 0% 0% 3% 8%
IMP 18 0% 0% 0% 0% 0% 0% 3%</pre>[/QUOTE]
 
(Rolling the Natural Ability bonus.)


Here is a quick little chart for you to eyeball the rolls needed for a natural ability modifier to kick in.

Remember, the Natural Ability modifier is determined by the natural 2D throw BEFORE any other modifiers are applied to the roll.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Stat +1DM if +2DM if
1 -- --
2 2 --
3 2-3 --
4 2-4 --
5 2-5 --
6 2-6 --
7 2-7 --
8 2-8 --
9 2-9 --
10 2-10 --
11 2-11 --
12 2-12 --
13 2-11 12
14 2-10 11-12
15 2-9 10-12</pre>[/QUOTE]
 
(Rolling the Natural Ability bonus.)


Here is a quick little chart for you to eyeball the rolls needed for a natural ability modifier to kick in.

Remember, the Natural Ability modifier is determined by the natural 2D throw BEFORE any other modifiers are applied to the roll.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Stat +1DM if +2DM if
1 -- --
2 2 --
3 2-3 --
4 2-4 --
5 2-5 --
6 2-6 --
7 2-7 --
8 2-8 --
9 2-9 --
10 2-10 --
11 2-11 --
12 2-12 --
13 2-11 12
14 2-10 11-12
15 2-9 10-12</pre>[/QUOTE]
 
I like this


I like this a lot


I like how you've revised the use of 13+ stats, and I like the ease with which I can explain this to others.

(CTI - I still get the questions, which dice does what, do I get an extra dice or not, etc...
it could be deliberate stupidity though ;) ).

I still think this method is faster in play than CGI too, but that could just be until CTI is well understood by all.

Well done once again WJP.
 
I like this


I like this a lot


I like how you've revised the use of 13+ stats, and I like the ease with which I can explain this to others.

(CTI - I still get the questions, which dice does what, do I get an extra dice or not, etc...
it could be deliberate stupidity though ;) ).

I still think this method is faster in play than CGI too, but that could just be until CTI is well understood by all.

Well done once again WJP.
 
Originally posted by Sigg Oddra:
I like this


I like this a lot
Thank you, Brother Sig. When I finished this thing, I looked at it and said to myself, "Ya know...that ain't half bad."

Now, I've got a question to answer myself. I've got a Traveller game starting up here on March 3rd.

Which system am I going to use? CTI or UGM?

I'm mulling it over.

(CTI - I still get the questions, which dice does what, do I get an extra dice or not, etc...
it could be deliberate stupidity though ;) ).
LOL.

What I do with CTI is this--

There is only one type of die on the table that has regular numbers (as opposed to dots), and that die is your Skill Die.

The Skill Die is only rolled once, and you completely ignore it unless it comes up as a 6 or a number that is equal to or less than your skill level.

The die, the one with dots, is your Task Die. You can re-roll it any time it shows a 6. And, you get one free re-roll if your total for a task is equal to or less than your governor stat.

That's it.

I found, showing CTI to others, that they pick it up pretty quickly after a few rolls.

The problem with CTI is explaining it. Once someone actually sees it in action, it becomes very easy to implement.

My suggestion to anyone using CTI is to "show" them how it works by rolling dice as you explain.

Do that, and you shouldn't have any problems with it.

I still think this method is faster in play than CGI too, but that could just be until CTI is well understood by all.
CTI has more "under the hood". It's probably a better system.

But, UGM is no slouch (look at the probabilities I posted in the other thread), and it's got the benefit of being very, very Classic Trav intuitive.

I don't think you could go wrong with either system. They both produce good numbers, and they both reference every level of a character's stat.

CTI does a better job of producing results consistent with a character's stat, but UGM may be easier to understand and more "Classic-Traveller-like".

I like both systems.

Well done once again WJP.
Thanks, man. I really appreciate that.

I was happy with CTI, and I really only finished UGM because of the interest it seemed to get here on the forum.

Now that UGM has turned out so well...I'm not so much in the CTI court as I once was.

I'd say I'm 50/50 on using either CTI or UGM in my own personal game.
 
Originally posted by Sigg Oddra:
I like this


I like this a lot
Thank you, Brother Sig. When I finished this thing, I looked at it and said to myself, "Ya know...that ain't half bad."

Now, I've got a question to answer myself. I've got a Traveller game starting up here on March 3rd.

Which system am I going to use? CTI or UGM?

I'm mulling it over.

(CTI - I still get the questions, which dice does what, do I get an extra dice or not, etc...
it could be deliberate stupidity though ;) ).
LOL.

What I do with CTI is this--

There is only one type of die on the table that has regular numbers (as opposed to dots), and that die is your Skill Die.

The Skill Die is only rolled once, and you completely ignore it unless it comes up as a 6 or a number that is equal to or less than your skill level.

The die, the one with dots, is your Task Die. You can re-roll it any time it shows a 6. And, you get one free re-roll if your total for a task is equal to or less than your governor stat.

That's it.

I found, showing CTI to others, that they pick it up pretty quickly after a few rolls.

The problem with CTI is explaining it. Once someone actually sees it in action, it becomes very easy to implement.

My suggestion to anyone using CTI is to "show" them how it works by rolling dice as you explain.

Do that, and you shouldn't have any problems with it.

I still think this method is faster in play than CGI too, but that could just be until CTI is well understood by all.
CTI has more "under the hood". It's probably a better system.

But, UGM is no slouch (look at the probabilities I posted in the other thread), and it's got the benefit of being very, very Classic Trav intuitive.

I don't think you could go wrong with either system. They both produce good numbers, and they both reference every level of a character's stat.

CTI does a better job of producing results consistent with a character's stat, but UGM may be easier to understand and more "Classic-Traveller-like".

I like both systems.

Well done once again WJP.
Thanks, man. I really appreciate that.

I was happy with CTI, and I really only finished UGM because of the interest it seemed to get here on the forum.

Now that UGM has turned out so well...I'm not so much in the CTI court as I once was.

I'd say I'm 50/50 on using either CTI or UGM in my own personal game.
 
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