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In My Traveller Universe Detail what parts of Traveller you do (or don't) use in your campaign.

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  #1  
Old August 17th, 2005, 08:52 AM
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Another idea.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> 2d6 roll required
Easy/routine task 4+
Typical challenge 8+
Difficult 12+
Extreme challenge 16+
.
DMs + relevent skill
+ attribute derived bonus
+/- equipment derived midifier
+/- environmental/situational derived modifier</pre>[/QUOTE]The attribute derived bonus is +1 if your characteristic is equal or greater than the set task difficulty, +2 if your characteristic is equal or greater than the next higher task difficulty.
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Old August 17th, 2005, 08:57 AM
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Alternatively the attribute bonus could be based on characteristic/4, keeping the multiples of 4 motif.
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Old August 17th, 2005, 09:01 AM
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My variation on Paul Elliott's task system is available here; most of Sigg Oddra's modifiers will apply to it as well.
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Old August 17th, 2005, 09:07 AM
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Most of the people who have voiced an opinion (am I right?) favor Aramis' task system... of which Sigg's looks to be a simplified variant.
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Old August 17th, 2005, 09:13 AM
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Yep, simple is good IMHO...
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Old August 17th, 2005, 10:22 AM
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(jumping in like an idiot)

why would equipment and environment be modifiers rather than just adjustments to the difficulty rating?

in my opinion, a skill level of 1 (as per CT) should enable routine accomplishment of routine tasks. is there any reason why this shouldn't be so? or are the skill levels here expanded such that skill level 1 represents bare acquaintance etc?
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Old August 17th, 2005, 10:23 AM
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OK Sigg, I'll toady up and say I prefer your variant.

To date, here's the task system vote:


Aramis' system: 2 (Aramis, Zakrol)
Employee's system: 1 (Employee)
Sigg's "Aramis Variant": 4? (Sigg, robject, jappel?, flykiller?)


Sigg's is in the lead (go team!), but seven votes is hardly a groundswell of support.
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Old August 17th, 2005, 10:45 AM
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Quote:
Originally posted by flykiller:
(jumping in like an idiot)

why would equipment and environment be modifiers rather than just adjustments to the difficulty rating?
They are there as place holders in case the referee wants to make a task slightly easier or more difficult due to the use or lack of specialist tools/equipment etc.

The ususal method would be for the referee to decide how difficult is the task being attempted.
If environmental/situational factors are greatly against you, raise the difficulty level; if they stack in your favour reduce the difficulty level.
But then the odd +/-1 can tweek things upon occasion...

Quote:
in my opinion, a skill level of 1 (as per CT) should enable routine accomplishment of routine tasks. is there any reason why this shouldn't be so? or are the skill levels here expanded such that skill level 1 represents bare acquaintance etc?
That's how I'd want it too, but the easy/routine becomes 4+, i.e. don't roll a 2
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Old August 17th, 2005, 11:20 AM
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In Aramis' system with characteristic/3 being applied as a bonus - an average 7 will gain +2, with +1 from skill this reduces the routine target of 8 to a 5. So, pretty much routine success (5/6) with a 1/6 chance of messing up.

My vote goes for Aramis' system at the minute.
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Old August 17th, 2005, 11:56 AM
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An average characteristic getting such a high bonus is one of my concerns.

Here are the probabilities of success for different total task DMs (skill + characteristic only):
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">difficulty +1 +2 +3 +4 +5 +6 +7 +8
4+ 97% 100%
8+ 58% 72% 83% 92% 97% 100%
12+ 8% 17% 28% 42% 58% 72% 83% 92%
16+ - - - 3% 8% 17% 28% 42%</pre>[/QUOTE]A typically competent person should have task asset of about +3 IMHO, +1 from characteristic +2 from skill.
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