Supplement Four
SOC-14 5K
Alrightey, I'll call you Riker, after the first officer of the Enterprise-D.Originally posted by Aramis:
1) Please, do not call me "Bill;" Wil is fine; Bill is Either My Grandfather or the Other Chap (formerly known as Whipsnade).
Just kiddin'
I'll just call you Aramis, then.
I can buy that.(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.
It would be easy, then, if one wanted to use UGM or CTI and not have to subract, to just use target numbers like this--
Easy 4+
Routine 6+
Standard 8+
Challenging 10+
Formidable 12+
Insane 14+
Impossible 16+
Walaaa....no more subtraction.
I understand what you're saying though. But, since both UGM and CTI were written for Classic Traveler, and there are negative dice modifier all over the place, I don't really think using a negative DM in the difficulty modifier is really that big of an issue.
But, if it is, the system (UGM) remains unchanged if you use those targets above.
If it were me, and I had a choice between these two systems, though, I'd still go with MT unmodified. I don't see the reasoning for monkeying with things like this if there is no benefit.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.
(snipety)
What benefit do you see in going Stat/3 instead of Stat/5?
You're getting five breakpoints (3, 6, 9, 12, 15) instead of three (5, 10, 15).
You've had to change the official target numbers by one point, so that's two changes to the official rules that is netting you very little benefit.
I'm a firm believer in not monkeying with official rules unless (1) a rule change is very desireable, and (2) the rule change greatly improves the original.
I do see that a rule change for stats in MT is desireable (of course I do), but I don't see that the Stat/3 change, coupled with the +1 to target numbers nets you any real beneift.
I'd argue that, choosing between the two, the official MT rules are better.
That's were I completely disagree with you.There is no need for a "every point of stat is important in every instance" correspondence.
Under your system, a guy making a roll based on his STR-3 makes the exact same roll as a guy making a STR-5 roll.
If these two guys are trying to force open the same stuck hatch, then the STR-5 guy should have a little bit of an edge on the STR-3 guy.
Or--
Let's put it this way.
Three party members walk into a bar, and the fat one walks over to a dwarf and says, "...
(Just making a little joke there...back to seriousness).
Three party members are exploring a huge derelict space ship. One is STR-3. One is STR-5. One is STR-12.
The STR-12 guy gets popped in the face from some alien beastie. The thing attaches itself, Alien-style. The STR-12 guy goes limp.
Now, this dead weight of an unconcious crewmember has to be carried up a ladder--straight up to the catwalk above where the airlock to the players' ship is.
Shouldn't the STR-5 guy have a little bit of an edge in towing that body up the ladder--just a little bit of an edge over the STR-3 guy?
Under your system, he doesn't.
It absolutely is important that "every point of stat" corresponds to some benefit when making task rolls.
It's modern game mechanics. Most newer games (the ones that have come out in the last ten years) show that correspondence. D&D now shows it. Traveller showed it in T4 and probably will show it in T5. Star Wars, both d20 and D6, show it.
I'm not saying all games show that correspondence, but the better ones (in terms of game mechanics) do.