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The Universal Game Mechanic

(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.
 
(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.
 
========================
UNIVERSAL GAME MECHANIC
========================


--1-- The Universal Game Mechanic
Every task is expressed as one, simple mechanic:

2D + mods for 8+

That's right. On every task, roll 2D, add/subtract modifiers. You will succeed if you roll 8+.

Simple.


--2-- Difficulty Mods.
Besides any other modifiers appropriate to the roll (Skill level is an appropriate DM per official CT rules), the 2D task roll will be modified by the difficulty of the task.

DM
+6 Very Easy tasks
+4 Easy tasks
+2 Average tasks
+0 Difficult tasks
-2 Formidable tasks
-4 Staggering tasks
-6 Impossible tasks

If it is necessary to have higher difficulty categories, then simply decrease the modifier in groups of 2 (-8, -10, etc).


--3-- Influence of Natural Ability
A character's stat is a measure of a character's natural ability (unlike a skill which reflects trained knowledge and expertise). As soon as the 2D throw is made, before any DMs are applied (for anything), compare the throw to the character's Stat that is being used as the task governor. If that 2D throw is equal to or less than the character's Stat, then an additional +1 DM is added to the throw. Figure this DM first, then apply any other DMs to the roll.

Extreme Natural Ability
---------------------------------
Stat
12 +1DM on all task rolls.
13 +2 DM on all task rolls.
14 Roll 3D on the task, taking the best two dice as the normal 2D throw.
15 Roll 4D on the task, taking the best two dice as the normal 2D throw.
 
========================
UNIVERSAL GAME MECHANIC
========================


--1-- The Universal Game Mechanic
Every task is expressed as one, simple mechanic:

2D + mods for 8+

That's right. On every task, roll 2D, add/subtract modifiers. You will succeed if you roll 8+.

Simple.


--2-- Difficulty Mods.
Besides any other modifiers appropriate to the roll (Skill level is an appropriate DM per official CT rules), the 2D task roll will be modified by the difficulty of the task.

DM
+6 Very Easy tasks
+4 Easy tasks
+2 Average tasks
+0 Difficult tasks
-2 Formidable tasks
-4 Staggering tasks
-6 Impossible tasks

If it is necessary to have higher difficulty categories, then simply decrease the modifier in groups of 2 (-8, -10, etc).


--3-- Influence of Natural Ability
A character's stat is a measure of a character's natural ability (unlike a skill which reflects trained knowledge and expertise). As soon as the 2D throw is made, before any DMs are applied (for anything), compare the throw to the character's Stat that is being used as the task governor. If that 2D throw is equal to or less than the character's Stat, then an additional +1 DM is added to the throw. Figure this DM first, then apply any other DMs to the roll.

Extreme Natural Ability
---------------------------------
Stat
12 +1DM on all task rolls.
13 +2 DM on all task rolls.
14 Roll 3D on the task, taking the best two dice as the normal 2D throw.
15 Roll 4D on the task, taking the best two dice as the normal 2D throw.
 
(An example of the UGM)


Let's look at a quickie example.

Piter has INT-7 Electronics-2, and he's trying to figure a reroute of power for the damaged M-Drive. The GM has determined this to be an Average task.

To succeed on this task, Piter must roll 8+ on 2D.

Procedure--
1. Player rolls 2D.
2. If the 2D roll results in a 7-, a +1DM is used.
3. +2DM for Average difficulty is added. +2DM for Skill is added.
4. Task succeeds if total is 8+.
 
(An example of the UGM)


Let's look at a quickie example.

Piter has INT-7 Electronics-2, and he's trying to figure a reroute of power for the damaged M-Drive. The GM has determined this to be an Average task.

To succeed on this task, Piter must roll 8+ on 2D.

Procedure--
1. Player rolls 2D.
2. If the 2D roll results in a 7-, a +1DM is used.
3. +2DM for Average difficulty is added. +2DM for Skill is added.
4. Task succeeds if total is 8+.
 
(How often will your Stats help you using the UGM?)


Stat
2 +1DM 3% of the time.
3 +1DM 8% of the time.
4 +1DM 17% of the time.

5 +1DM 28% of the time.
6 +1DM 42% of the time.
7 +1DM 58% of the time.

8 +1DM 72% of the time.
9 +1DM 83% of the time.
10 +1DM 92% of the time.

11 +1DM 97% of the time.
12 +1DM 100% of the time.
13 +2DM 100% of the time.

14 Special Case
15 Special Case


Characters with a 14 characteristic will roll 3D on the task roll (instead of the usual 2D), taking the best two dice from the throw.

Characters with a 15 characteristic will roll 4D on the task roll (instead of the usual 2D), taking the best two dice from the throw.


Note that low level Stats will, in practice, only improve your task roll enough to succeed on a task when other modifers (DMs for difficulty, Skill, or what-not) are appropriate to the roll.
 
(How often will your Stats help you using the UGM?)


Stat
2 +1DM 3% of the time.
3 +1DM 8% of the time.
4 +1DM 17% of the time.

5 +1DM 28% of the time.
6 +1DM 42% of the time.
7 +1DM 58% of the time.

8 +1DM 72% of the time.
9 +1DM 83% of the time.
10 +1DM 92% of the time.

11 +1DM 97% of the time.
12 +1DM 100% of the time.
13 +2DM 100% of the time.

14 Special Case
15 Special Case


Characters with a 14 characteristic will roll 3D on the task roll (instead of the usual 2D), taking the best two dice from the throw.

Characters with a 15 characteristic will roll 4D on the task roll (instead of the usual 2D), taking the best two dice from the throw.


Note that low level Stats will, in practice, only improve your task roll enough to succeed on a task when other modifers (DMs for difficulty, Skill, or what-not) are appropriate to the roll.
 
Your system is very similar to the BITS task resolution system, CT Version, which you can find here:
http://www.asbf58.dsl.pipex.com/BITS_website/Acrobat/BITStask.pdf

You have added the effects of high stats, which is a good thing. However, it does require a second roll, and I'm not too keen on that. You could roll two sets of d6 at the same time, each of a different color, to speed up die rolling.

You may never find the Ultimate CT system, but you're getting close. For me, I'd simply add an ability modifier equal to the Stat divided by three, round down, then subtract two. It produces results like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Stat DM
0-2 -2
3-5 -1
6-8 +0
9-B +1
C-E +2
F-H +3

and so on...</pre>[/QUOTE]Hope that helps,
Flynn
 
Your system is very similar to the BITS task resolution system, CT Version, which you can find here:
http://www.asbf58.dsl.pipex.com/BITS_website/Acrobat/BITStask.pdf

You have added the effects of high stats, which is a good thing. However, it does require a second roll, and I'm not too keen on that. You could roll two sets of d6 at the same time, each of a different color, to speed up die rolling.

You may never find the Ultimate CT system, but you're getting close. For me, I'd simply add an ability modifier equal to the Stat divided by three, round down, then subtract two. It produces results like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Stat DM
0-2 -2
3-5 -1
6-8 +0
9-B +1
C-E +2
F-H +3

and so on...</pre>[/QUOTE]Hope that helps,
Flynn
 
There are two comparisons in this system.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">2d6 + 1 or 0 (Stat Comparison To Die Roll) + Skill + Mods >= 8</pre>[/QUOTE]It takes into account a bonus from high stats, but ignores penalties from low stats.

Even with Medical-4, I'm going to be failing difficult tasks on rolls of 2 or 3. I hope my heart surgery patients (always a difficult task, at the least) don't mind that a large percentage (from the standpoint of how often doctors succeed in the RW) of my previous operations have ended in failure.
 
There are two comparisons in this system.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">2d6 + 1 or 0 (Stat Comparison To Die Roll) + Skill + Mods >= 8</pre>[/QUOTE]It takes into account a bonus from high stats, but ignores penalties from low stats.

Even with Medical-4, I'm going to be failing difficult tasks on rolls of 2 or 3. I hope my heart surgery patients (always a difficult task, at the least) don't mind that a large percentage (from the standpoint of how often doctors succeed in the RW) of my previous operations have ended in failure.
 
The 1:1 correspondence between Stat and skills is bad.

MT's 5:1 correspondence is, well, not quite ballanced, but it's a good baseline.

I've found 2d6+Att/3+Skill works well for MT TN's +1 each. Preserves exactly MT average chances, penalizes low atts a little bit, bonuses high atts by a couple points, and is a good ballance to skill levels in CG terms, where 1 level of att is directly comparable to one level of skill.
 
The 1:1 correspondence between Stat and skills is bad.

MT's 5:1 correspondence is, well, not quite ballanced, but it's a good baseline.

I've found 2d6+Att/3+Skill works well for MT TN's +1 each. Preserves exactly MT average chances, penalizes low atts a little bit, bonuses high atts by a couple points, and is a good ballance to skill levels in CG terms, where 1 level of att is directly comparable to one level of skill.
 
I think I'll stick to whatever the rules say and then fudge the result to provide whatever dramatic outcome is needed. Hell that's what I did with T4 when I realised how flawed it was.
 
I think I'll stick to whatever the rules say and then fudge the result to provide whatever dramatic outcome is needed. Hell that's what I did with T4 when I realised how flawed it was.
 
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