Would this be the place to insert a plug for Rule 68A?
yes.
Would this be the place to insert a plug for Rule 68A?
Only roll dice for important stuff.
It let's me focus on play rater than those stupid modifier tables.
It all comes down to which side of CT LBB4 you fall on. I play on the LBB 1-3 side where characters are intended to average somewhere close to 1 skill per 2 years. A 3 term character with 6 skill levels does not need to be distinguishing between whether he learned to use a semi-auto pistol or a revolver in those two years ... he had plenty of time to learn both. A Character on the other side of LBB4 who earns 8 skills in a lucky year and averages closer to two skills per year can afford a lot more skill granularity. Then my 3 term character with 24 skill levels can worry about whether he spent 6 months practicing with a revolver or a pistol.it seems a subsidiary question is in order. are skills and skill levels significant in your game? are skills and levels seen as limiting? atpollard I recall that in your game "blade" spans everything with an edge including bow-and-arrow which seemed way too generic.
So Driver-1 is not "I can drive a car", it is "I spent 2 years as a professional cab driver or driving trucks in a convoy" (based on where you learned the skill). This means that you can reasonably use Driver-1 to get a car running after someone shot your engine "I put some duct tape over the radiator hose and filled it with tap water. It should hold for a couple hours until a mechanic can do some real repair work on it". That is something you might have learned in 2 years of driving a truck in a convoy.
And with a points system, you can gradually increase skills or resources available, easier for a starting out character as gaining levels becomes increasingly difficult.
skill lvl 1 lvl 2 lvl 3
rifle, vacc suit, vehicle, etc 1 2 3
engineering, administration, etc 2 3 4
pilot, navigation, medical, etc 3 4 5
Many are far too specialized. For example, if you know how to use a rifle-like weapon it really doesn't matter if it's black powder to a laser rifle.
I found that tasks with a base difficulty less than 8 were not worth the bother rolling for.
'pends on what you're doing. "did you get all the information?" computer 1 guy, "maybe". computer 2 guy, "probably." computer 3 guy, "yes, definitely."
Stuff critical to the scenario or game outcome should be what's getting resolved. The stuff in between is assumed gravy and it happens without incident.
hm ... disagree. the "gravy" is part of the game, especially if players dedicate character effort towards certain kinds of skills for certain kinds of games. for example, it's one thing if computer-1-level investigation of a potential npc shows that as an instructor the npc had an unusually high student success rate - it's another matter altogether if a computer-3-level investigation also uncovers secret data showing that the npc also has been investigated for psionic activity. if players learn that this kind of info is referee "gravy" then they'll deprecate their skills and just wait for the referee to give them what he wants them to have.
At a convention, I saw someone (maybe John Watts?) do something with the dice to account for the character not knowing how difficult the task is.
Normally, it's 2d6+mods vs. target (say, 8).
In this case, he added 1d6 on each side, so it was:
3d6+mods vs. 1d6+8.
If there was a lot of uncertainty, it could have been:
4d6+mods vs. 2d6+8.
Anyone seen this before? Where's it from? Am I describing it correctly?
If its germane to the scenario its important enough to roll on as in your example. On the other hand, executing a routine jump with everything in good working order doesn't require multiple rolls, if one at all. Nor does doing routine maintenance, or any number of other mundane tasks.
Checking out an NPC that might be a patron or part of the scenario is different. That's a critical task.
At a convention, I saw someone (maybe John Watts?) do something with the dice to account for the character not knowing how difficult the task is.