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The Universal Game Mechanic (revised)

I've been thinking about dropping the High Natural Ability modifier with the UGM, for ease of gameplay's sake.

As it stands now, High Natural Ability looks like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Stat 12 +1
Stat 13 +1, +2 if 12 rolled.
Stat 14 +1, +2 if 11+ rolled.
Stat 15 +1, +2 if 10+ rolled.</pre>[/QUOTE]What I'm thinking about doing is dropping the extra +2 stuff for the Stats 13+.

This change would make the UGM a +1DM for natural ability on all stats 12+.

The benefit to having stats higher than 12 would come into play when Critical Success or Critical Failure was rolled. The higher your stat is, the easier it is to avoid Critical Failure and achieve Critical Success.

Do you UGM users have a preference on this?

I'm just thinking the change would speed up game play and make the UGM that much easier to use.
 
I've been thinking about dropping the High Natural Ability modifier with the UGM, for ease of gameplay's sake.

As it stands now, High Natural Ability looks like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Stat 12 +1
Stat 13 +1, +2 if 12 rolled.
Stat 14 +1, +2 if 11+ rolled.
Stat 15 +1, +2 if 10+ rolled.</pre>[/QUOTE]What I'm thinking about doing is dropping the extra +2 stuff for the Stats 13+.

This change would make the UGM a +1DM for natural ability on all stats 12+.

The benefit to having stats higher than 12 would come into play when Critical Success or Critical Failure was rolled. The higher your stat is, the easier it is to avoid Critical Failure and achieve Critical Success.

Do you UGM users have a preference on this?

I'm just thinking the change would speed up game play and make the UGM that much easier to use.
 
Just FYI for UGM users....

Something I've started doing for simplicity with the UGM in my game:

I don't do the Natural Ability check if stat is referenced somewhere else in the task.

For example, on a combat task of 8+, STR is referenced already for Brawling and Blade attacks. DEX is referenced already for Gun Combat attacks. So, I've dropped the +1 (+2 on high stats) that come with the UGM Natural Ability check.

Where I DO still used the Natural Ability check is when stat isn't referenced--typically when I, as GM, make up a task roll vs. finding the roll in the CT rules.

For example9s0:

The roll (in the CT rules) to revive a low passenger doesn't reference the medic's EDU. It does reference his Medical skill, but not his EDU. So, I WOULD use the Natural Ability DM from UGM on this roll.

The roll (under Vacc Suit Skill) to avoid dangerous situations while wearing a Vacc Suit references skill level but doesn't reference a character's stat. So, again, I would pick an appropriate stat (probably DEX, but dependant on the situation) and USE the UGM Natural Ability check.

On the other hand, the roll for a person to loose control in a Zero-G situation (in the CT rules) does reference a stat (it references DEX). So, since DEX is referenced in the roll, I WOULD NOT use the UGM Natural Ability check.

And, of course, anytime I made up a task--say someone wanted to dig some info out of a computer--I'd come up with a roll and use the Natural Ability check.

As previously mentioned, combat already references stat, so I wouldn't enforce double jeapordy by using the UGM Natural Ability check.

Basically: if stat is checked elsewhere in the task somehow, then don't use the NA check. If a stat isn't referenced, then use the NA check.

Simple as that.

Quick as that too.
 
Just FYI for UGM users....

Something I've started doing for simplicity with the UGM in my game:

I don't do the Natural Ability check if stat is referenced somewhere else in the task.

For example, on a combat task of 8+, STR is referenced already for Brawling and Blade attacks. DEX is referenced already for Gun Combat attacks. So, I've dropped the +1 (+2 on high stats) that come with the UGM Natural Ability check.

Where I DO still used the Natural Ability check is when stat isn't referenced--typically when I, as GM, make up a task roll vs. finding the roll in the CT rules.

For example9s0:

The roll (in the CT rules) to revive a low passenger doesn't reference the medic's EDU. It does reference his Medical skill, but not his EDU. So, I WOULD use the Natural Ability DM from UGM on this roll.

The roll (under Vacc Suit Skill) to avoid dangerous situations while wearing a Vacc Suit references skill level but doesn't reference a character's stat. So, again, I would pick an appropriate stat (probably DEX, but dependant on the situation) and USE the UGM Natural Ability check.

On the other hand, the roll for a person to loose control in a Zero-G situation (in the CT rules) does reference a stat (it references DEX). So, since DEX is referenced in the roll, I WOULD NOT use the UGM Natural Ability check.

And, of course, anytime I made up a task--say someone wanted to dig some info out of a computer--I'd come up with a roll and use the Natural Ability check.

As previously mentioned, combat already references stat, so I wouldn't enforce double jeapordy by using the UGM Natural Ability check.

Basically: if stat is checked elsewhere in the task somehow, then don't use the NA check. If a stat isn't referenced, then use the NA check.

Simple as that.

Quick as that too.
 
Pardon for thread necromancy but I read over this rules suggestion, which I really like. For stat's over 12, Im not super keen on the mechanic for the added bonus.

My idea, which I'll try out when we get to play, would be to give the player an "exertion" pool of [stat minus 12] points for each stat over 12.

One point from the pool can be expended to generate a +1 DM on a roll relevant to that stat.

The pool regenerates at the end of each adventure, or, optionally, one point per month.
 
Pardon for thread necromancy but I read over this rules suggestion, which I really like. For stat's over 12, Im not super keen on the mechanic for the added bonus.

My idea, which I'll try out when we get to play, would be to give the player an "exertion" pool of [stat minus 12] points for each stat over 12.

One point from the pool can be expended to generate a +1 DM on a roll relevant to that stat.

The pool regenerates at the end of each adventure, or, optionally, one point per month.
 
Originally posted by weasel fierce:
My idea, which I'll try out when we get to play, would be to give the player an "exertion" pool of [stat minus 12] points for each stat over 12.

One point from the pool can be expended to generate a +1 DM on a roll relevant to that stat.

The pool regenerates at the end of each adventure, or, optionally, one point per month.
Interesting idea. I've tweaked around with the 12+ stat as well.

I can't believe I haven't thought of this before. Good thoughts...hmmm...I'm going to have to chew on that a while. But, I like where you're headed with it.
 
Originally posted by weasel fierce:
My idea, which I'll try out when we get to play, would be to give the player an "exertion" pool of [stat minus 12] points for each stat over 12.

One point from the pool can be expended to generate a +1 DM on a roll relevant to that stat.

The pool regenerates at the end of each adventure, or, optionally, one point per month.
Interesting idea. I've tweaked around with the 12+ stat as well.

I can't believe I haven't thought of this before. Good thoughts...hmmm...I'm going to have to chew on that a while. But, I like where you're headed with it.
 
I guess it follow more of a literary kind of approach. F.X. Conan (wrong genre, I know
) is /really/ strong. But its only once or twice in the story that him being /really/ strong makes a difference compared to the normal strong people around him
 
I guess it follow more of a literary kind of approach. F.X. Conan (wrong genre, I know
) is /really/ strong. But its only once or twice in the story that him being /really/ strong makes a difference compared to the normal strong people around him
 
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