Supplement Four
SOC-14 5K
(What's the Universal Game Mechanic?)
I had a (somewhat unrelated) discussion with Bill Cameron tonight on a different CotI forum, and during that discussion, he described what his group prefers in a Traveller task system. Bill was and is a big supporter of CTI, but his tastes run towards the "roll 2D, add mods, against a target number". (CTI is exactly that type of system, but that's not the topic of this post.)
I think most Traveller players prefer some sort of 2D + mods system.
The problem, for me at least, is that, with Stats that run 1-15, and skills that run about 0-5, it's hard to reconcile the two in a 2d6 task system--without one unbalancing the other. Especially when, given a preference, I think most Trav players would vote for a higher-is-better system.
CT, by itself, rarely acknowleges a character's stat.
A player could easily use the MT task system in a CT game (and it's a very good choice among systems), but it's still flawed a bit in the Stat comparison department, isn't it.
A player could also use the T4 task system in a CT game--but, it's just not a good fit, with all it's multiple dice throws, and half-dies, and Stat overpowering Skill.
Well, I scratched my head tonight.
There's got to be a method of bringing all the "must-haves" of a Classic Traveller system together in one simple game mechanic. Something where: (1) It fits extremely well with existing CT method and rules; (2) Stats are brought into play (because stats are typically ignored in CT); and (3) where the mechanic is 2D + mods vs some type of static target number.
I think I may have come up with something.
Now, this is not a completely fleshed out thought. I'm presenting it here to hear your (constructive) input.
But, let me present to you....
The Classic Traveller UGM.
I had a (somewhat unrelated) discussion with Bill Cameron tonight on a different CotI forum, and during that discussion, he described what his group prefers in a Traveller task system. Bill was and is a big supporter of CTI, but his tastes run towards the "roll 2D, add mods, against a target number". (CTI is exactly that type of system, but that's not the topic of this post.)
I think most Traveller players prefer some sort of 2D + mods system.
The problem, for me at least, is that, with Stats that run 1-15, and skills that run about 0-5, it's hard to reconcile the two in a 2d6 task system--without one unbalancing the other. Especially when, given a preference, I think most Trav players would vote for a higher-is-better system.
CT, by itself, rarely acknowleges a character's stat.
A player could easily use the MT task system in a CT game (and it's a very good choice among systems), but it's still flawed a bit in the Stat comparison department, isn't it.
A player could also use the T4 task system in a CT game--but, it's just not a good fit, with all it's multiple dice throws, and half-dies, and Stat overpowering Skill.
Well, I scratched my head tonight.
There's got to be a method of bringing all the "must-haves" of a Classic Traveller system together in one simple game mechanic. Something where: (1) It fits extremely well with existing CT method and rules; (2) Stats are brought into play (because stats are typically ignored in CT); and (3) where the mechanic is 2D + mods vs some type of static target number.
I think I may have come up with something.
Now, this is not a completely fleshed out thought. I'm presenting it here to hear your (constructive) input.
But, let me present to you....
The Classic Traveller UGM.