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The Universal Game Mechanic

I've posted this before elsewhere, but during my CT days looking up each skill was a chore - so we defaulted to a simple system of rolling 8+ for most events (with only skills, situation , and equipment providing DMs), 12+ for difficult events.

The MT system was a revelation - I never got to see a DGP product until after MT was released - using a characteristic bonus looked right (but I didn't like the target numbers so just kept using 8+ and 12+ for most).

Which is a long winded way of saying I think you could get away with dropping characteristic based DMs - or only using them at the extremes...
 
I've posted this before elsewhere, but during my CT days looking up each skill was a chore - so we defaulted to a simple system of rolling 8+ for most events (with only skills, situation , and equipment providing DMs), 12+ for difficult events.

The MT system was a revelation - I never got to see a DGP product until after MT was released - using a characteristic bonus looked right (but I didn't like the target numbers so just kept using 8+ and 12+ for most).

Which is a long winded way of saying I think you could get away with dropping characteristic based DMs - or only using them at the extremes...
 
Something like:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">1 -2DM
2-4 -1DM
5-9 0DM
10-12 +1DM
13-15 +2DM
16+ +3DM</pre>[/QUOTE]
 
Something like:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">1 -2DM
2-4 -1DM
5-9 0DM
10-12 +1DM
13-15 +2DM
16+ +3DM</pre>[/QUOTE]
 
Originally posted by Sigg Oddra:
I've posted this before elsewhere, but during my CT days looking up each skill was a chore - so we defaulted to a simple system of rolling 8+ for most events (with only skills, situation , and equipment providing DMs), 12+ for difficult events.
I can see the simplicity in that. Not a bad idea at all...kinda like the combat being generalized in AHL and Striker with Effective Range 8+, Long Range 10+, and Extreme Range 12+.
 
Originally posted by Sigg Oddra:
I've posted this before elsewhere, but during my CT days looking up each skill was a chore - so we defaulted to a simple system of rolling 8+ for most events (with only skills, situation , and equipment providing DMs), 12+ for difficult events.
I can see the simplicity in that. Not a bad idea at all...kinda like the combat being generalized in AHL and Striker with Effective Range 8+, Long Range 10+, and Extreme Range 12+.
 
Originally posted by Sigg Oddra:
Something like:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">1 -2DM
2-4 -1DM
5-9 0DM
10-12 +1DM
13-15 +2DM
16+ +3DM</pre>
[/quote]Ah, but it is important, if we're going to monkey with this and change it from what is officially available, to certainly have a distinction between each and every stat.

What I'm thinking will have a distinction between each stat, but it will all work out to a +0DM, typically, in the wash.
 
Originally posted by Sigg Oddra:
Something like:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">1 -2DM
2-4 -1DM
5-9 0DM
10-12 +1DM
13-15 +2DM
16+ +3DM</pre>
[/quote]Ah, but it is important, if we're going to monkey with this and change it from what is officially available, to certainly have a distinction between each and every stat.

What I'm thinking will have a distinction between each stat, but it will all work out to a +0DM, typically, in the wash.
 
If it works out to a +0DM most of the time will it be worth the complication?

These days I'm firmly in the rules light camp - although it hasn't always been so ;)

CT with a simple skill system, Moldvay D&D with adaptations from d20... that sort of thing.
 
If it works out to a +0DM most of the time will it be worth the complication?

These days I'm firmly in the rules light camp - although it hasn't always been so ;)

CT with a simple skill system, Moldvay D&D with adaptations from d20... that sort of thing.
 
You don't get a change for every stat, but I think this works well (at least partly because it means high skills overpower attributes):
((Attribute + 1) / 2) - 4
 
You don't get a change for every stat, but I think this works well (at least partly because it means high skills overpower attributes):
((Attribute + 1) / 2) - 4
 
Originally posted by Sigg Oddra:
If it works out to a +0DM most of the time will it be worth the complication?
Exceptional point, Sig. That's exactly what I was thinking...and why I haven't posted it.

I dropped the idea, and I think I've just about finished UGM.

I'll post it shortly.

These days I'm firmly in the rules light camp - although it hasn't always been so
Abso-friggin'-lutely. That's exactly the way I feel.

Rules have to be simple, short, easy to use, non-obtrusive.

Quickie rules that get the job done are best.

This is the main reason I have never liked TNE. There's a lot of good ideas in TNE (mechanics-wise), but their implementation is so damn complicated.

I've played MT. I've played T4. And, I keep coming back to the simplest game of 'em all--and having more fun.

Classic Traveller.

It's the only way to fly the friendly jumplanes.
 
Originally posted by Sigg Oddra:
If it works out to a +0DM most of the time will it be worth the complication?
Exceptional point, Sig. That's exactly what I was thinking...and why I haven't posted it.

I dropped the idea, and I think I've just about finished UGM.

I'll post it shortly.

These days I'm firmly in the rules light camp - although it hasn't always been so
Abso-friggin'-lutely. That's exactly the way I feel.

Rules have to be simple, short, easy to use, non-obtrusive.

Quickie rules that get the job done are best.

This is the main reason I have never liked TNE. There's a lot of good ideas in TNE (mechanics-wise), but their implementation is so damn complicated.

I've played MT. I've played T4. And, I keep coming back to the simplest game of 'em all--and having more fun.

Classic Traveller.

It's the only way to fly the friendly jumplanes.
 
Originally posted by WJP:
I dropped the idea, and I think I've just about finished UGM.

I'll post it shortly.
Good, I'd like to see what you've come up with.

Your ideas to date have been good ones


And the discussion makes me think about things...
 
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