Perhaps I should elaborate.
In reading McPerth’s reply above, perhaps I am assuming too much. Please forgive me for taking a moment to elaborate on T4’s task and combat system, for those who may not be as familiar with it.
In earlier Traveller products, to succeed at a skill, or task, (including to succeed in a “to hit” roll in combat,) a player would have to roll dice, (typically 2d6,) and achieve a pre-determined number, or greater. In T4, by contrast, to succeed in a skill, or task, (including a “to hit” roll,) the player would have to roll dice and achieve a pre-determined number, or lower.
For example, if you wanted to break into a computer system, had a skill of computer-2, and an intelligence of 8, in T4 you would have to roll a (8+2) = 10 or less. If it was a “normal” computer system, you might have to roll 2d6. If the computer system you were trying to break into was more formidable, the referee might have the player roll 3d6 instead, because the task is more difficult. Obviously it’s far easier to roll 10 or less on 2d6, (with an average of 7,) than it is on 3d6, (with an average of 11.) In T4, this is how the skill system simulated easier and more difficult tasks – instead of adding modifiers to the number you rolled, they added, (or subtracted,) dice to make the outcome less, (or more,) likely.
Combat in T4 was handled in a similar fashion. To achieve a successful hit, a player had to roll a target number or less. But instead of subtracting a modifier from a roll due to range, in T4 the longer the range, the more dice were required for the roll, thus making the outcome less likely at longer ranges.
In the poll above, more people seem to like the concept of how the task system worked in T4 better than how the same system was applied to combat. I’m just curious if anyone had any insight as to why.
One of the issues with the system of Attribute derived task numbers, at least for me, was when my players would get a great dexterity or really, any great attribute that wasn't Endurance. What I mean by that is: "hey look, I have a base of 10 + skill level that I have to roll under". With the average skill level on the characters being 3 to 6 levels in their chosen specialty, unless the task was 5 or more dice, there was no challenge for them, especially in their chosen roles.
Did I mention, my players like the Iron Man option for character generation? It ensured that no one survives without good stats. Despite that, they made me switch to a MT/CT hybrid after a few sessions because they didn't like the whole roll-low mechanic, despite how easy it was for me as a GM. T4 tasks were way to easy for them, and they like a challenge in their Sci-fi.
A few things they did love, and they mirrored my own likes of T4, the Psionics system, Pocket Empires, and the Milieu 0 setting.