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The Universal Game Mechanic

(Sorry, been busy... Real Life, Y'know?)

Ken: Task systems do not exist in a vacuum. (Well, save in car wars and FSRP.) There a multiple uses for attributes. This fixation on "Every level of Stat making a difference in Tasks" is broken; disingenuous and not good for modeling purposes.

Of course, finding the right balance is important; A max +1 is not enough, IMO, from stat, otherwise I'd not have switched to DM+Stat/3 (even though I use MT Diffs +1).

UGM actually is the OPPOSITE of the effect I imposed in MT by using stat/3 vs stat/5.
 
(Sorry, been busy... Real Life, Y'know?)

Ken: Task systems do not exist in a vacuum. (Well, save in car wars and FSRP.) There a multiple uses for attributes. This fixation on "Every level of Stat making a difference in Tasks" is broken; disingenuous and not good for modeling purposes.

Of course, finding the right balance is important; A max +1 is not enough, IMO, from stat, otherwise I'd not have switched to DM+Stat/3 (even though I use MT Diffs +1).

UGM actually is the OPPOSITE of the effect I imposed in MT by using stat/3 vs stat/5.
 
Originally posted by Aramis:
This fixation on "Every level of Stat making a difference in Tasks" is broken; disingenuous and not good for modeling purposes.
I've to to completely disagree with you there, Bill.

What are characteristics? They're the statistics that define a character.

Attributes define the character.

That's who he is (and, of course, how the gamer takes those stats and role plays the guy).

A character with a STR-2 is a weak character. He won't (shouldn't) be much good in a fist fight. A character with an INT-15 is a genius. He should be much, much better at figuring problems than anyone else. A character with a DEX-7 should have average, normal, human dexterity.

All of these statistics define who the character his--what his capabilities are. They are guides for how the character is role played.

And, they *should* influence everything he does (his task throws).

I'll give you an example.

I run with a group of guys every other day. I'm the one that needs to stop more often than any of the other three--although I wouldn't consider any of them to be extremely gifted in the endurance department.

If I were a Traveller character, I'd probably have END-5. The other guys in the group would probably be END-6, END-7, and the one of us who's running about 3 miles right now is probably an END-8.

I can't run 3 miles yet. I'm getting there, but I'm definitley the least "endurance gifted" of the four of us.

Here's the problem. We're all attempting the same task. The task the same difficulty for all of us--yet I'm not doing it better than any of the other three.

I've got a lower END. I can't make the task roll the way the others are.

Yet, under MT, we're all making the same roll.

Stats define a character's abilities. Please take my tone the way it is intended--I'm just discussing this, not trying to be a prick or start a word fight or anything like that. It's just when you say, "This fixation on "Every level of Stat making a difference in Tasks" is broken; disingenuous and not good for modeling purposes", you are absolutely, 100%, without-out-a-doubt wrong about that.

Attribute scores are there to limit a character's abilites when compared to other characters. The character is completely defined by them, and his task rolls should be goverened by his stats.

I'm sure you're familiar with WEG's D6 Star Wars game system. That's one of the best game systems I've ever seen published (I didn't tweak the thing!).

It's an incredible game system, and boy, did they get it "right".

Each stat in the game IS what you roll. Characters are complete defined by what their stats are. If you have a STR 3D, then you roll 3D on your STR throws. If you have DEX 4D, then you roll 4D on your DEX based rolls. (expertise in the way of skill could increase this base).

Beautiful game system. And the designers understood that a character is defined by his stats.

Classic Traveller, when it was designed, game design hadn't advanced to that level of sophistication yet. CT was somewhat copying the D&D method.

When I first started playing D&D, stats meant next to nothing. I mean, you got a bonus here, a bonus there...and you could figure out how much weight you could carry and things like that. But, the system was pretty much the way Classic Traveller is. Stats were used for very little.

Now, today, the d20 system has grown up. Check out D&D today. EACH STAT LEVEL provides a different benefit or penalty. The game is not like it was back in the day. Characters are not defined by their stats.

Classic Traveller (or, really, any edition of Traveller that I've seen) hasn't reached that level of sophistication in game design (yet).

Thus, a tweak was called for.

And, that's all I've been doing here.

Modernizing CT a bit.

Just like me changing the armor armor modifier to modify the damage throw instead of the to-hit throw.

It's all in an effort to raise the sophistication of a game I love so much.


Of course, finding the right balance is important; A max +1 is not enough, IMO, from stat, otherwise I'd not have switched to DM+Stat/3 (even though I use MT Diffs +1).
I can't say I'm on board with you on the Stat/3 business.

What you've done is given a guy with a lowly Stat-3 a bonus!

That doesn't make sense to me.

And, still, there is the distribution problem. Stat-3 gets a bonus over Stat-2, but Stat-4 doesn't get a bonus over Stat-3...and neither does Stat-5 get a bonus over Stat-4 or Stat-3.....YET, Stat-6 gets a bonus over Stat-5.

That distribution doesn't make sense to me at all--if it were me, I'd just stick with MT un-tweaked. At least, with MT unmodified, you're not giving a bonus to guys with Stat-3 and Stat-4 attributes.


I feel like I need to say this too: Don't read this as me attacking you. I'm not. We're just discussing mechanics here, that's all. I've already had my tone mis-read once in this thread, and I don't want you to think I'm being shitty with you. I'm not.

We're just to Traveller gamers discussing the fine points.

...A max +1 is not enough, IMO, from stat...
I'll give you this, though. I can see an argument for a +1 being "not enough". I can definitley see somebody arguing that.

(Which is yet another reasong that I'm going to use CTI in my game over UGM.)

But, what you're not considering, though, is the frequency of that +1.

It's not "just a +1DM", all the time, like what you have happenig in your game.

A character's stat influences the frequency in which the bonus is given, and to a large extent, the stat influences the difficulty category in which the bonus can be used.

Under UGM....

If you've got a Stat-5, then you're only going to get that stat bonus a third of the time (28%), and when you DO get it, it's only going to help you on Easy and Routine rolls.

Your lowly Stat-5 isn't going to provide a bonus to you if you need to be successful on a Difficult task....not unless you've got a pretty good skill level to help you as well.

On the other hand, if you've got a Stat-9, then you're going to get that bonus most of the time (83%). And, when it pops up those eight out of ten rolls, it will be easy to use it to help you succeed on that Difficult task.


So, you see, UGM is structured.

In your system, where you do the MT tweak of Stat/3, you're actually giving a bonus to a lowly Stat-3.

Under UGM, that Stat-3 character *could* get a bonus too....but if he does, it's only going to help him with Easy tasks...maybe a Routine task if he's got some skill.

If your Stat-3 guy rolls an Impossible task, he'll get his +1DM

Under UGM, Stat-3 will never get a bonus in attempting Impossible tasks.

Heck, a Stat-3 shouldn't get a bonus on an Impossible task.

So, UGM doesn't just provide a +1DM. The system also limits the difficulty category that the +1DM can be used on.

High stat characters benefit because they (1) get their +1 bonus more often, and (2) can use that bonus on attempts at higher difficulty categories.

Low stat characters, under UGM, are penalized in that they will rarely get the bonus, and when they do, they can only use it on very low difficulty categories.

If you look at it that way, the UGM Natural Ability roll is a pretty powerful little game mechanic rolled up into a simple, easily implemented part of the 2D task roll.
 
Originally posted by Aramis:
This fixation on "Every level of Stat making a difference in Tasks" is broken; disingenuous and not good for modeling purposes.
I've to to completely disagree with you there, Bill.

What are characteristics? They're the statistics that define a character.

Attributes define the character.

That's who he is (and, of course, how the gamer takes those stats and role plays the guy).

A character with a STR-2 is a weak character. He won't (shouldn't) be much good in a fist fight. A character with an INT-15 is a genius. He should be much, much better at figuring problems than anyone else. A character with a DEX-7 should have average, normal, human dexterity.

All of these statistics define who the character his--what his capabilities are. They are guides for how the character is role played.

And, they *should* influence everything he does (his task throws).

I'll give you an example.

I run with a group of guys every other day. I'm the one that needs to stop more often than any of the other three--although I wouldn't consider any of them to be extremely gifted in the endurance department.

If I were a Traveller character, I'd probably have END-5. The other guys in the group would probably be END-6, END-7, and the one of us who's running about 3 miles right now is probably an END-8.

I can't run 3 miles yet. I'm getting there, but I'm definitley the least "endurance gifted" of the four of us.

Here's the problem. We're all attempting the same task. The task the same difficulty for all of us--yet I'm not doing it better than any of the other three.

I've got a lower END. I can't make the task roll the way the others are.

Yet, under MT, we're all making the same roll.

Stats define a character's abilities. Please take my tone the way it is intended--I'm just discussing this, not trying to be a prick or start a word fight or anything like that. It's just when you say, "This fixation on "Every level of Stat making a difference in Tasks" is broken; disingenuous and not good for modeling purposes", you are absolutely, 100%, without-out-a-doubt wrong about that.

Attribute scores are there to limit a character's abilites when compared to other characters. The character is completely defined by them, and his task rolls should be goverened by his stats.

I'm sure you're familiar with WEG's D6 Star Wars game system. That's one of the best game systems I've ever seen published (I didn't tweak the thing!).

It's an incredible game system, and boy, did they get it "right".

Each stat in the game IS what you roll. Characters are complete defined by what their stats are. If you have a STR 3D, then you roll 3D on your STR throws. If you have DEX 4D, then you roll 4D on your DEX based rolls. (expertise in the way of skill could increase this base).

Beautiful game system. And the designers understood that a character is defined by his stats.

Classic Traveller, when it was designed, game design hadn't advanced to that level of sophistication yet. CT was somewhat copying the D&D method.

When I first started playing D&D, stats meant next to nothing. I mean, you got a bonus here, a bonus there...and you could figure out how much weight you could carry and things like that. But, the system was pretty much the way Classic Traveller is. Stats were used for very little.

Now, today, the d20 system has grown up. Check out D&D today. EACH STAT LEVEL provides a different benefit or penalty. The game is not like it was back in the day. Characters are not defined by their stats.

Classic Traveller (or, really, any edition of Traveller that I've seen) hasn't reached that level of sophistication in game design (yet).

Thus, a tweak was called for.

And, that's all I've been doing here.

Modernizing CT a bit.

Just like me changing the armor armor modifier to modify the damage throw instead of the to-hit throw.

It's all in an effort to raise the sophistication of a game I love so much.


Of course, finding the right balance is important; A max +1 is not enough, IMO, from stat, otherwise I'd not have switched to DM+Stat/3 (even though I use MT Diffs +1).
I can't say I'm on board with you on the Stat/3 business.

What you've done is given a guy with a lowly Stat-3 a bonus!

That doesn't make sense to me.

And, still, there is the distribution problem. Stat-3 gets a bonus over Stat-2, but Stat-4 doesn't get a bonus over Stat-3...and neither does Stat-5 get a bonus over Stat-4 or Stat-3.....YET, Stat-6 gets a bonus over Stat-5.

That distribution doesn't make sense to me at all--if it were me, I'd just stick with MT un-tweaked. At least, with MT unmodified, you're not giving a bonus to guys with Stat-3 and Stat-4 attributes.


I feel like I need to say this too: Don't read this as me attacking you. I'm not. We're just discussing mechanics here, that's all. I've already had my tone mis-read once in this thread, and I don't want you to think I'm being shitty with you. I'm not.

We're just to Traveller gamers discussing the fine points.

...A max +1 is not enough, IMO, from stat...
I'll give you this, though. I can see an argument for a +1 being "not enough". I can definitley see somebody arguing that.

(Which is yet another reasong that I'm going to use CTI in my game over UGM.)

But, what you're not considering, though, is the frequency of that +1.

It's not "just a +1DM", all the time, like what you have happenig in your game.

A character's stat influences the frequency in which the bonus is given, and to a large extent, the stat influences the difficulty category in which the bonus can be used.

Under UGM....

If you've got a Stat-5, then you're only going to get that stat bonus a third of the time (28%), and when you DO get it, it's only going to help you on Easy and Routine rolls.

Your lowly Stat-5 isn't going to provide a bonus to you if you need to be successful on a Difficult task....not unless you've got a pretty good skill level to help you as well.

On the other hand, if you've got a Stat-9, then you're going to get that bonus most of the time (83%). And, when it pops up those eight out of ten rolls, it will be easy to use it to help you succeed on that Difficult task.


So, you see, UGM is structured.

In your system, where you do the MT tweak of Stat/3, you're actually giving a bonus to a lowly Stat-3.

Under UGM, that Stat-3 character *could* get a bonus too....but if he does, it's only going to help him with Easy tasks...maybe a Routine task if he's got some skill.

If your Stat-3 guy rolls an Impossible task, he'll get his +1DM

Under UGM, Stat-3 will never get a bonus in attempting Impossible tasks.

Heck, a Stat-3 shouldn't get a bonus on an Impossible task.

So, UGM doesn't just provide a +1DM. The system also limits the difficulty category that the +1DM can be used on.

High stat characters benefit because they (1) get their +1 bonus more often, and (2) can use that bonus on attempts at higher difficulty categories.

Low stat characters, under UGM, are penalized in that they will rarely get the bonus, and when they do, they can only use it on very low difficulty categories.

If you look at it that way, the UGM Natural Ability roll is a pretty powerful little game mechanic rolled up into a simple, easily implemented part of the 2D task roll.
 
Originally posted by Aramis:
This fixation on "Every level of Stat making a difference in Tasks" is broken; disingenuous and not good for modeling purposes.
The problem is: "if there's no mechanical difference between two stat values, why don't we call them a single value?". For Megatraveller, what do you really lose by saying stats are 0-3 (and each stat point gives +1) instead of 1-F?
 
Originally posted by Aramis:
This fixation on "Every level of Stat making a difference in Tasks" is broken; disingenuous and not good for modeling purposes.
The problem is: "if there's no mechanical difference between two stat values, why don't we call them a single value?". For Megatraveller, what do you really lose by saying stats are 0-3 (and each stat point gives +1) instead of 1-F?
 
You know, each level of stats does make a difference, but it doesn't have to do so in tasks. The physical stats define the amount of damage a character can take in combat. Int and Edu define the max skills and skill levels the character can have. Soc determines how much he spends per month for upkeep. Str determines how much he can carry. Con determines how long he can stay awake before becoming fatigued. Etc., etc., etc.

Lots of other places exist in the game where different stats can stand out. Therefore, there's plenty of mechanical differences when one looks at the game beyond the task system.

Just a thought,
Flynn
 
You know, each level of stats does make a difference, but it doesn't have to do so in tasks. The physical stats define the amount of damage a character can take in combat. Int and Edu define the max skills and skill levels the character can have. Soc determines how much he spends per month for upkeep. Str determines how much he can carry. Con determines how long he can stay awake before becoming fatigued. Etc., etc., etc.

Lots of other places exist in the game where different stats can stand out. Therefore, there's plenty of mechanical differences when one looks at the game beyond the task system.

Just a thought,
Flynn
 
Originally posted by Flynn:
You know, each level of stats does make a difference, but it doesn't have to do so in tasks.

(snipety)

Lots of other places exist in the game where different stats can stand out. Therefore, there's plenty of mechanical differences when one looks at the game beyond the task system.

Just a thought,
Flynn
Absolutely stats makes a difference in other areas besides tasks, and they absolutely should.

And, as you say, every level of stat "doesn't have to" influence a character's task rolls.

The point is, though, they should.

There is a difference between a guy with STR-9 and a guy with STR-5. One can carry almost double the weight. He's better in hand-to-hand combat.

Why shouldn't that difference spill over into everything that character does that is strength related?

The answer is that it should.

If those two characters are dangling over the side of a catwalk in engineering while the ship is being attacked, shouldn't the STR-9 guy have a better chance of pulling himself up over the side of the catwalk (a task) than the STR-5 guy?

You doggone right, he should.

That's what this is all about.

I notice, in MWM's CharGen for T5, that he's defined almost every level of each stat differently.

For example, according to Marc's definition of stats in that document, a STR-5 guy is "below average human strength" while a STR-9 guy is "above average human strength".

There's a difference between the two.

Now, I'm not really a fan of the T4 or T4.1 task system--it's got it's problems. But, one thing it does have going for it is that each level of stat is addressed.

In that system, if you are a STR-5 Skill-0 character, you'll roll 5- on your task throws, while the STR-9 Skill-0 character will get to almost double that with a 9- on task throws.

I was talking about more modern, sophisticated rules above--at how even the antiquated d20 system, with all its character levels and experience points based on monster kills, has, in spite of this, moved in a more modern direction in addressing every level of stat.

A character is defined by his stats. That's what those "stats" measure--that's what they indicated.

So, everything the character does, mechanically with dice rolls, should be influenced by those stats. A character's attributes, every level, should effect the outcomes of that character's task rolls.

Because, there is a difference between a DEX-4 and a DEX-1, and there is a difference between a DEX-9 and a DEX-5.

There's a lot of difference between those characters.

Characters in Traveller are defined by six characteristics--and each of those six attributes are measured from 1-15, with each level reflecting a different amount of natural ability about that character within the context of the characteristic.

You hinted at it yourself above. You said that STR is used to measure how much a characte can carry.

So, a STR-9 guy can carry 9 kilos without being encumbered, and a STR-5 guy can carry 5 kilos without being encumbered.

Obviously, the STR-9 guys is a lot stronger.

If a situation arises in the game where a member of the party is wounded and needs to be carried on somebody's back across rough terrain--

--the GM makes up a task on the spot to dice the situation--

--doesn't it make sense that the STR-9 guy should have a better opportunity of making this task roll and carrying his buddy across the terrain than that of the STR-5 guy?

Doesn't that make sense?

It sure does to me.

MT won't give you that.
 
Originally posted by Flynn:
You know, each level of stats does make a difference, but it doesn't have to do so in tasks.

(snipety)

Lots of other places exist in the game where different stats can stand out. Therefore, there's plenty of mechanical differences when one looks at the game beyond the task system.

Just a thought,
Flynn
Absolutely stats makes a difference in other areas besides tasks, and they absolutely should.

And, as you say, every level of stat "doesn't have to" influence a character's task rolls.

The point is, though, they should.

There is a difference between a guy with STR-9 and a guy with STR-5. One can carry almost double the weight. He's better in hand-to-hand combat.

Why shouldn't that difference spill over into everything that character does that is strength related?

The answer is that it should.

If those two characters are dangling over the side of a catwalk in engineering while the ship is being attacked, shouldn't the STR-9 guy have a better chance of pulling himself up over the side of the catwalk (a task) than the STR-5 guy?

You doggone right, he should.

That's what this is all about.

I notice, in MWM's CharGen for T5, that he's defined almost every level of each stat differently.

For example, according to Marc's definition of stats in that document, a STR-5 guy is "below average human strength" while a STR-9 guy is "above average human strength".

There's a difference between the two.

Now, I'm not really a fan of the T4 or T4.1 task system--it's got it's problems. But, one thing it does have going for it is that each level of stat is addressed.

In that system, if you are a STR-5 Skill-0 character, you'll roll 5- on your task throws, while the STR-9 Skill-0 character will get to almost double that with a 9- on task throws.

I was talking about more modern, sophisticated rules above--at how even the antiquated d20 system, with all its character levels and experience points based on monster kills, has, in spite of this, moved in a more modern direction in addressing every level of stat.

A character is defined by his stats. That's what those "stats" measure--that's what they indicated.

So, everything the character does, mechanically with dice rolls, should be influenced by those stats. A character's attributes, every level, should effect the outcomes of that character's task rolls.

Because, there is a difference between a DEX-4 and a DEX-1, and there is a difference between a DEX-9 and a DEX-5.

There's a lot of difference between those characters.

Characters in Traveller are defined by six characteristics--and each of those six attributes are measured from 1-15, with each level reflecting a different amount of natural ability about that character within the context of the characteristic.

You hinted at it yourself above. You said that STR is used to measure how much a characte can carry.

So, a STR-9 guy can carry 9 kilos without being encumbered, and a STR-5 guy can carry 5 kilos without being encumbered.

Obviously, the STR-9 guys is a lot stronger.

If a situation arises in the game where a member of the party is wounded and needs to be carried on somebody's back across rough terrain--

--the GM makes up a task on the spot to dice the situation--

--doesn't it make sense that the STR-9 guy should have a better opportunity of making this task roll and carrying his buddy across the terrain than that of the STR-5 guy?

Doesn't that make sense?

It sure does to me.

MT won't give you that.
 
Kenneth:

1) Please, do not call me "Bill;" Wil is fine; Bill is Either My Grandfather or the Other Chap (formerly known as Whipsnade).

2) On topic:
I have noticed a serious preference amongst players for additive-only systems; While it should not, subtraction takes players more effort than addition.

By upping the difficulty numbers by 1, I've balanced the expected 1 with an expected 2 from average attribute; I've upped the max from +3 to +5; a net gain of only 1 over MT in probabilities. Since no stats ever go negative, a 0-based system provides positive only mods. This speeds calculations, only slightly, but in many cases noticeably. (Multiplication is slower still, and divisions even slower yet.) Divisions are, however, done outside of combat, and kept on sheet. The task difficulties are normative at Att 7, both in stock MT and in My MTHR; the normative values are identical percentages. Stats of 3-4, 9, and 13+ are improved.

There is no need for a "every point of stat is important in every instance" correspondence. It is important that every stat have some use for each point to some degree; tasks need not be one of them. Since MT has no damage take effect until the adrenaline wear's off, recalculation on the fly is minimized to additions.

In MT, this last was addressed by allowing Int and Edu to take damage from head hits. See the TD or MTJ (don't recall which) article on Hit Locations.

Further, I've often used Int as the limit on hours of mental activity before mental fatigue. While not "in the rules," it follows the ideas in the Endurance modality, and provides values to it. Likewise, I use Edu for "study fatigue", but in half-hours. (Even when not fatigued, mentally nor physically, Edu is a good representation of useful attention to research/study tasks.)

AS to your last bit; I'd be basing the difficulty upon the ratio of Str to Load anyway, not declaring a flat difficulty. The Roll is on Det, routine to listed time (Str 9 guy is able to carry that load for 5min with no roll; Str 5 guy gets 1min MTPH p27), and +1 Diff Level per additional increment, possibly also +1 DL for dead-weight (no good grips) and/or poor footing.

I don't generally call for STR tasks when the rules say no task is needed... but your example does, and indicates a different understanding of the underlying attribute rules.

As I said, Task systems don't exist in a vacuum as a general rule.

BTW, the CT mechanics also provide similar lifting capabilities and approach, but only to Str x3. (TTB, p37). MT adds x5 (5min), x10(1min), x15 (5min drag) levels.

So, MT gives me MORE than your example. First, I know the character either can drag (Str 5-6+), lift into vehicle (Str 7-12), or carry 10minutes (Str 13+). I can either use a Det Task to PUSH the Str up, temporarily, or to exceed the duration listed. Plenty good.
 
Kenneth:

1) Please, do not call me "Bill;" Wil is fine; Bill is Either My Grandfather or the Other Chap (formerly known as Whipsnade).

2) On topic:
I have noticed a serious preference amongst players for additive-only systems; While it should not, subtraction takes players more effort than addition.

By upping the difficulty numbers by 1, I've balanced the expected 1 with an expected 2 from average attribute; I've upped the max from +3 to +5; a net gain of only 1 over MT in probabilities. Since no stats ever go negative, a 0-based system provides positive only mods. This speeds calculations, only slightly, but in many cases noticeably. (Multiplication is slower still, and divisions even slower yet.) Divisions are, however, done outside of combat, and kept on sheet. The task difficulties are normative at Att 7, both in stock MT and in My MTHR; the normative values are identical percentages. Stats of 3-4, 9, and 13+ are improved.

There is no need for a "every point of stat is important in every instance" correspondence. It is important that every stat have some use for each point to some degree; tasks need not be one of them. Since MT has no damage take effect until the adrenaline wear's off, recalculation on the fly is minimized to additions.

In MT, this last was addressed by allowing Int and Edu to take damage from head hits. See the TD or MTJ (don't recall which) article on Hit Locations.

Further, I've often used Int as the limit on hours of mental activity before mental fatigue. While not "in the rules," it follows the ideas in the Endurance modality, and provides values to it. Likewise, I use Edu for "study fatigue", but in half-hours. (Even when not fatigued, mentally nor physically, Edu is a good representation of useful attention to research/study tasks.)

AS to your last bit; I'd be basing the difficulty upon the ratio of Str to Load anyway, not declaring a flat difficulty. The Roll is on Det, routine to listed time (Str 9 guy is able to carry that load for 5min with no roll; Str 5 guy gets 1min MTPH p27), and +1 Diff Level per additional increment, possibly also +1 DL for dead-weight (no good grips) and/or poor footing.

I don't generally call for STR tasks when the rules say no task is needed... but your example does, and indicates a different understanding of the underlying attribute rules.

As I said, Task systems don't exist in a vacuum as a general rule.

BTW, the CT mechanics also provide similar lifting capabilities and approach, but only to Str x3. (TTB, p37). MT adds x5 (5min), x10(1min), x15 (5min drag) levels.

So, MT gives me MORE than your example. First, I know the character either can drag (Str 5-6+), lift into vehicle (Str 7-12), or carry 10minutes (Str 13+). I can either use a Det Task to PUSH the Str up, temporarily, or to exceed the duration listed. Plenty good.
 
Originally posted by WJP:
Flynn--

BTW, is that your mag, the Stellar Reaches?

Downloaded it.

Dig it.

Great job, brother, if it's yours. Keep it up.
It's mine.
Next issue should be out in a few weeks, if all goes well. Work has been quite hectic of late.

Also, we are in need of cover art.

More later in those regards,
Flynn
 
Originally posted by WJP:
Flynn--

BTW, is that your mag, the Stellar Reaches?

Downloaded it.

Dig it.

Great job, brother, if it's yours. Keep it up.
It's mine.
Next issue should be out in a few weeks, if all goes well. Work has been quite hectic of late.

Also, we are in need of cover art.

More later in those regards,
Flynn
 
Originally posted by WJP:
I'm sure you're familiar with WEG's D6 Star Wars game system. That's one of the best game systems I've ever seen published (I didn't tweak the thing!).

It's an incredible game system, and boy, did they get it "right".

Each stat in the game IS what you roll. Characters are complete defined by what their stats are. If you have a STR 3D, then you roll 3D on your STR throws. If you have DEX 4D, then you roll 4D on your DEX based rolls. (expertise in the way of skill could increase this base).

Beautiful game system. And the designers understood that a character is defined by his stats.
I've never read the WEGs Star Wars game, or any of the other d6 games that are out there at the moment.

I have looked at Savage Worlds, and I really like the Serenity RPGs game mechanic - each stat is rated as a die, each skill is rated as a die, roll versus task numbers (which happen to be the same as MTs ;) ).

I also like the EABA system.

What I really like about this UGM is:

it fits CT with no other adaptation required

I can keep using 8+ and 12+ as target numbers most of the time

it is quick to explain and players new to it understand it easily

it is fast to use in play
 
Originally posted by WJP:
I'm sure you're familiar with WEG's D6 Star Wars game system. That's one of the best game systems I've ever seen published (I didn't tweak the thing!).

It's an incredible game system, and boy, did they get it "right".

Each stat in the game IS what you roll. Characters are complete defined by what their stats are. If you have a STR 3D, then you roll 3D on your STR throws. If you have DEX 4D, then you roll 4D on your DEX based rolls. (expertise in the way of skill could increase this base).

Beautiful game system. And the designers understood that a character is defined by his stats.
I've never read the WEGs Star Wars game, or any of the other d6 games that are out there at the moment.

I have looked at Savage Worlds, and I really like the Serenity RPGs game mechanic - each stat is rated as a die, each skill is rated as a die, roll versus task numbers (which happen to be the same as MTs ;) ).

I also like the EABA system.

What I really like about this UGM is:

it fits CT with no other adaptation required

I can keep using 8+ and 12+ as target numbers most of the time

it is quick to explain and players new to it understand it easily

it is fast to use in play
 
Not really on topic, but I've also re-tooled the basic task resolution system, although I went in a different direction. You can find a link to my own solution here (the word "this" in the indicated post).
 
Not really on topic, but I've also re-tooled the basic task resolution system, although I went in a different direction. You can find a link to my own solution here (the word "this" in the indicated post).
 
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