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The Universal Game Mechanic (revised)

Originally posted by WJP:

One other thing you might want to include in your document--

Some people don't grasp the idea of the Natural Ability check, and I wrote a detailed example of this on page 2 of this thread. It's fairly short and could fit in the appendix of your document--probably next to the examples you've included.

Look on pg. 2 of this thread for my reply to Free-Trader Dan where I discussed the END-5 and END-9 characters who run a mile.

I think that post goes a long way in describing the thinking behind the Natural Ability check in UGM--probably be something good to keep together with the other rules.
Done; file updated.
 
Originally posted by WJP:

One other thing you might want to include in your document--

Some people don't grasp the idea of the Natural Ability check, and I wrote a detailed example of this on page 2 of this thread. It's fairly short and could fit in the appendix of your document--probably next to the examples you've included.

Look on pg. 2 of this thread for my reply to Free-Trader Dan where I discussed the END-5 and END-9 characters who run a mile.

I think that post goes a long way in describing the thinking behind the Natural Ability check in UGM--probably be something good to keep together with the other rules.
Done; file updated.
 
Forgery: a sample Opposed Task
When a character forges a document, the Referee rolls 2D, modified by the Forgery skill and INT. The Referee records the final result.

Every time someone inspects the forged document in an attempt to determine if it is forged, he rolls 2D modified by his Forgery (or Admin minus one) skill and INT; he must roll above the result of the first check to detect the forgery.
 
Forgery: a sample Opposed Task
When a character forges a document, the Referee rolls 2D, modified by the Forgery skill and INT. The Referee records the final result.

Every time someone inspects the forged document in an attempt to determine if it is forged, he rolls 2D modified by his Forgery (or Admin minus one) skill and INT; he must roll above the result of the first check to detect the forgery.
 
Alright Sig, Employee, Ptah, Berg...others using UGM.

I'm in.

My game is coming up in two weeks, and I had to decide between using CTI and UGM.

I like both systems. CTI provides more detail, but the cost is assigned dice (not a problem for me, but why do it if you don't have to?).

I was leaning heavily towards CTI.

Then, tonight, I did some comparison shopping. I compared some stats from both systems.

I gotta go with UGM.

I think I'm with Sig when he called UGM the perfect Classic Traveller system.

Hell, I created UGM, and I wasn't sure of that.

I'm convinced now.

Yes, CTI proves a bit more detail--but I don't think I swayed myself to go for the assigned dice when the easy-to-use-and-implement mechanic of UGM was staring me in the face.

I made a call.

I was going to use CTI. Now, I'm not.

I'm in with you guys...

...I'm using UGM.

Where do I get my badge?
 
Alright Sig, Employee, Ptah, Berg...others using UGM.

I'm in.

My game is coming up in two weeks, and I had to decide between using CTI and UGM.

I like both systems. CTI provides more detail, but the cost is assigned dice (not a problem for me, but why do it if you don't have to?).

I was leaning heavily towards CTI.

Then, tonight, I did some comparison shopping. I compared some stats from both systems.

I gotta go with UGM.

I think I'm with Sig when he called UGM the perfect Classic Traveller system.

Hell, I created UGM, and I wasn't sure of that.

I'm convinced now.

Yes, CTI proves a bit more detail--but I don't think I swayed myself to go for the assigned dice when the easy-to-use-and-implement mechanic of UGM was staring me in the face.

I made a call.

I was going to use CTI. Now, I'm not.

I'm in with you guys...

...I'm using UGM.

Where do I get my badge?
 
(The Influence of Low Attribute.)


Here is a chart showing the influence of low attribute values on the UGM task roll. Stat-1 to Stat-5, all with Skill-0.

The number in the matrix will give you the appropriate chance of success to achieve the indicated target number given a specific characteristic. Attributes 1-5 are listed across the top.

Note that each characteristic provides a different benefit from the others in some way--yet the higher difficulties are not affected (keeping them hard!).

Also note that, although there is a difference between each stat, these differences are minute at the low-attribute level (we don't want low attribute folks getting anything more than a tiny, infrequent benefit, and as this chart shows, none of the stats get too much of a boost with these low characteristic values).

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


Here is a chart showing the influence of low attribute values on the UGM task roll. Stat-1 to Stat-5, all with Skill-0.

The number in the matrix will give you the appropriate chance of success to achieve the indicated target number given a specific characteristic. Attributes 1-5 are listed across the top.

Note that each characteristic provides a different benefit from the others in some way--yet the higher difficulties are not affected (keeping them hard!).

Also note that, although there is a difference between each stat, these differences are minute at the low-attribute level (we don't want low attribute folks getting anything more than a tiny, infrequent benefit, and as this chart shows, none of the stats get too much of a boost with these low characteristic values).

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


Here is a chart showing the influence of average attribute values on the UGM task roll. Stat-6 to Stat-9, all with Skill-0.

The number in the matrix will give you the appropriate chance of success to achieve the indicated target number given a specific characteristic. Attributes 6-9 are listed across the top.

Note that each characteristic provides a different benefit from the others in some way--yet the higher difficulties are not affected (keeping them hard!).

Also note that there is a difference between each attribute value, and we see that those differences are getting larger--especially when compared with the Low Attribute columns above.

Not only will a higher characteristic value provide improved task roll totals more often, but, as you can see in the chart, that benefit will be more helpful on higher difficulty categories.

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


Here is a chart showing the influence of average attribute values on the UGM task roll. Stat-6 to Stat-9, all with Skill-0.

The number in the matrix will give you the appropriate chance of success to achieve the indicated target number given a specific characteristic. Attributes 6-9 are listed across the top.

Note that each characteristic provides a different benefit from the others in some way--yet the higher difficulties are not affected (keeping them hard!).

Also note that there is a difference between each attribute value, and we see that those differences are getting larger--especially when compared with the Low Attribute columns above.

Not only will a higher characteristic value provide improved task roll totals more often, but, as you can see in the chart, that benefit will be more helpful on higher difficulty categories.

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


Here is a chart showing the influence of high attribute values on the UGM task roll. Stat-10 to Stat-15, all with Skill-0.

The number in the matrix will give you the appropriate chance of success to achieve the indicated target number given a specific characteristic. Attributes 10-15 are listed across the top.

Note that each characteristic provides a different benefit from the others in some way--and now we see that the higher difficulty categories are starting to become affected. (Still, the very high difficulty categories are hard!)

There is a difference between each attribute value, especially when compared with the low attribute chart.

These are the cream-of-the-crop numbers. They're the best a character can get without formal training (without learning a skill). These numbers represent the best a person can do in attempting a task based only on natural ability.


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


Here is a chart showing the influence of high attribute values on the UGM task roll. Stat-10 to Stat-15, all with Skill-0.

The number in the matrix will give you the appropriate chance of success to achieve the indicated target number given a specific characteristic. Attributes 10-15 are listed across the top.

Note that each characteristic provides a different benefit from the others in some way--and now we see that the higher difficulty categories are starting to become affected. (Still, the very high difficulty categories are hard!)

There is a difference between each attribute value, especially when compared with the low attribute chart.

These are the cream-of-the-crop numbers. They're the best a character can get without formal training (without learning a skill). These numbers represent the best a person can do in attempting a task based only on natural ability.


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> TN 10 11 12 13 14 15
1 100% 100% 100% 100% 100% 100%
2 100% 100% 100% 100% 100% 100%
3 100% 100% 100% 100% 100% 100%
ESY 4+ 4 97% 97% 97% 97% 97% 97%
5 92% 92% 92% 92% 92% 92%
ROU 6+ 6 83% 83% 83% 83% 83% 83%
7 72% 72% 72% 72% 72% 72%
STD 8+ 8 58% 58% 58% 58% 58% 58%
9 42% 42% 42% 42% 42% 42%
DIF 10+ 10 28% 28% 28% 28% 28% 28%
11 17% 17% 17% 17% 17% 17%
CHA 12+ 12 3% 8% 8% 8% 8% 17%
13 0% 0% 3% 3% 8% 8%
FOR 14+ 14 0% 0% 0% 3% 3% 3%
15 0% 0% 0% 0% 0% 0%
INS 16+ 16 0% 0% 0% 0% 0% 0%
17 0% 0% 0% 0% 0% 0%
IMP 18+ 18 0% 0% 0% 0% 0% 0%</pre>[/QUOTE]
 
I like them numbers


And I'm glad you finally went for UGM
, I'll be using it for the third time tonight.
 
Originally posted by Sigg Oddra:
And I'm glad you finally went for UGM
, I'll be using it for the third time tonight.
Yeah, it's just so freakin' simple! I'm like you--as much as I seem like a rules grognard, I'm into rules-lite. I want good solid mechanics, but then I want to forget about them and focus on the action and story-telling happening in the game.

Mechanics to me are like a house foundation. You've got to have a good base on which to build your house, but once that house is built, you never think of the foundation (unless there's a crack in it!) and always focus on the house (the story!).

When cracks do appear in the foundation, that's when the foundation makes itself known to you.


I looked at CTI, and I saw that I could, for example, have my Stat-3 characters consistently rolling low. Yeah, UGM is a lot more forgiving of low stat characters. But, in a lot of areas, UGM and CTI are a lot alike in the probability department.

It was a tight race. To me, CTI is simple to use. But UGM is very, very simple.

I opted for the very, very simple rather than merely the "simple".

But, I'm on board with ya.

My game will use UGM.
 
Originally posted by Sigg Oddra:
And I'm glad you finally went for UGM
, I'll be using it for the third time tonight.
Yeah, it's just so freakin' simple! I'm like you--as much as I seem like a rules grognard, I'm into rules-lite. I want good solid mechanics, but then I want to forget about them and focus on the action and story-telling happening in the game.

Mechanics to me are like a house foundation. You've got to have a good base on which to build your house, but once that house is built, you never think of the foundation (unless there's a crack in it!) and always focus on the house (the story!).

When cracks do appear in the foundation, that's when the foundation makes itself known to you.


I looked at CTI, and I saw that I could, for example, have my Stat-3 characters consistently rolling low. Yeah, UGM is a lot more forgiving of low stat characters. But, in a lot of areas, UGM and CTI are a lot alike in the probability department.

It was a tight race. To me, CTI is simple to use. But UGM is very, very simple.

I opted for the very, very simple rather than merely the "simple".

But, I'm on board with ya.

My game will use UGM.
 
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