Yup, I'm liking what I'm seeing.
Skills are well balanced, the task system robust, and timing/effect adds some nice nuances to the blunt 2d6 system.
Unfortunately, these "nuances" are statistically dubious.
For instance, take a task roll of 8+. There are 15 combinations that will generate a roll of 8+.
If the timing/effect dice are not chosen by the player, here are the number of times each number appears in 2d6 rolls totaling 8+:
1 -- None
2 -- 1 (7%)
3 -- 2 (13%)
4 -- 3 (20%)
5 -- 4 (26%)
6 -- 5 (33%)
So...there is no chance of a "1" appearing in a 2d6 roll of 8+, but there is a 7% chance of a "2" appearing and a 33% chance of a "6" appearing.
What this means is that a "6" -- a spectacular result -- will occur nearly 5 times as often as a "2".
Indeed, there is a 59% chance of the task succeeding in an "Exceptional" or "Superlative" fashion and only a 7% chance of it succeeding "Poorly". And of course, there's a GREATER chance of it succeeding Exceptionally or Superlatively (59%) than of it succeeding in an Average fashion (46%).
Similarly, there's a 59% chance of taking only 1 or 2 increments and only a 7% chance of it taking 5 increments.
A modest -1 to the task roll plays havoc with these probabilities due to the fact that the -1 means that a 9+ must be rolled for success. This means that there will be *no* 1's or 2's rolled. The chance of a poor or worse result increases from 7% to 10%, but the chance of getting at least an Exceptional success drops from 59% to 30%. The chance of a poor result doubles from 7% to 15%. A -2 to the roll makes it
impossible to get an Exceptional+ success and a 17% chance of a Poor success.
A +1 has a similarly dramatic effects -- the chance of at least an Exceptional success increases from 59% to 75% and the chance of a Poor result decreases from 7% to 5%. A +2 increases the chance of an Exceptional+ result to 79% and makes a Poor- result impossible.
Letting the player choose which die is the effect die virtually guarantees at least an exceptional success. Of the 15 rolls that can equal 8+, 14(!) of them include a 5 or 6.
Also, there's a 27% chance of the result being *both* an exceptional+ success and taking 2 time increments or less. A modest +1 modifier increases this to 60%(!).
Considering that anyone with a legal pad and Excel can run these numbers in a few minutes, I'm skeptical that the designers actually analyzed the statistical qualities of this task system beforehand. Worse, there's no way to fix this problem without tossing out the effect and timing dice. And I suspect that the designer is way too invested to do that. In my experience, the result is usually to deny the problem (or come up with a series of logically absurd "it's not a bug, it's a feature" rationalizations).
This makes me unable to share your enthusiasm...
And I really like the idea of ship shares, and the cost of mortgage repayments. Makes almost all spacecraft economically viable, which is about time.
Given that the economic system has not been published yet, I assume that this is a statement of faith, rather than a statement of fact. If they simply lift the previous economic systems from T4, MT, CT, etc., the economics will still be broken and many ships will be economically nonviable or over-viable.
I disagree that "shares" are a particularly elegant solution; simply awarding X MCr would have accomplished the same result. I'm also curious as to why ships of the same approximate cost have significantly different numbers of shares in some cases. (I.e., the MCr 37 Free Trader has 75 shares; the MCr 41 Far Trader has 100 shares -- a 33% difference in shares yet only an 11% difference in cost). The Corsair seems very underpriced in shares double the shares of a Free Trader, while cost four times as much. I see little benefit in adding a second such valuation mechanism.
Of course, I object to rewarding multi-million credit starships to players during character generation, but MGT isn't unique in this offense.
Also, the mortgage payment information is incomplete; we're told that the minimum monthly payment is 1/500 of the loan amount, but we're not told the length of the loan. Nor are we told how much an average ship is worth at various stages in the ship's life. Such information is necessary to evaluate the strength of MGT's economic systems.
And given the fact that thousands of mortgage calculators can be found on the WWW, I am perplexed as to why this is considered such a mysterious topic to Traveller refs and requires such efforts towards simplification.
It's almost all good, as as I'm concerned.
Wish I shared your optimism.