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CT task system

mike wightman

SOC-14 10K
I've just found this task system by Mithras (aka Paul Elliott) over at rpg.net.

I think it's an interesting variant.

It's the first time I can remember seeing it, my apologies if it's been posted before.
 
I've just found this task system by Mithras (aka Paul Elliott) over at rpg.net.

I think it's an interesting variant.

It's the first time I can remember seeing it, my apologies if it's been posted before.
 
Yep, we use it already, though I got it from a different website. I also changed the weapon DM for low/high strength/dexterity to -2/+1 in general. I didn't quite understand the concept behind the previous DM. Now I find it easier to rule how "user-friendly" a weapon is.
 
Yep, we use it already, though I got it from a different website. I also changed the weapon DM for low/high strength/dexterity to -2/+1 in general. I didn't quite understand the concept behind the previous DM. Now I find it easier to rule how "user-friendly" a weapon is.
 
This would be simplicity at its best. It simplifies the task system where there are official task systems that require steps and formats. It proactically follows the system thats in the old Star Wars RPG system from West End Games.
 
This would be simplicity at its best. It simplifies the task system where there are official task systems that require steps and formats. It proactically follows the system thats in the old Star Wars RPG system from West End Games.
 
I don't see a SWRPG connection.

SW had very different mechanics.

I have, however, used a SW-like mechanic with CT in the past (then the DGP CT came to my attention, and shortly thereafter MT came out) of Roll Skill D6's and total, add attribute, vs 5/10/15/20/25/30/35/40/45/50 (Trivial/Very Easy/Easy/Moderate/Hard/Very Hard/Heroic/Very Heroic/Epic/Very Epic)

While it worked, I can't say it worked well. I changed the 8+ be easy, and 11+ to be hard...
 
I don't see a SWRPG connection.

SW had very different mechanics.

I have, however, used a SW-like mechanic with CT in the past (then the DGP CT came to my attention, and shortly thereafter MT came out) of Roll Skill D6's and total, add attribute, vs 5/10/15/20/25/30/35/40/45/50 (Trivial/Very Easy/Easy/Moderate/Hard/Very Hard/Heroic/Very Heroic/Epic/Very Epic)

While it worked, I can't say it worked well. I changed the 8+ be easy, and 11+ to be hard...
 
i know this has come up before but why do you think a task system is a good thing ? i've never seen the need for it .

the ref sets the roll required based on 8+ dms for skills and anything the ref decides ; the player tries to make it , the ref describes the outcome . if the player really feels the roll set is not reasonable , he explains why , the ref listens then makes a decision . thats what refs are for .

task systems box you in .
 
i know this has come up before but why do you think a task system is a good thing ? i've never seen the need for it .

the ref sets the roll required based on 8+ dms for skills and anything the ref decides ; the player tries to make it , the ref describes the outcome . if the player really feels the roll set is not reasonable , he explains why , the ref listens then makes a decision . thats what refs are for .

task systems box you in .
 
The problem is in CT the 8+ rule is only for combat.
Virtually every single skill has its own target number and skill level/attribute variables.
 
The problem is in CT the 8+ rule is only for combat.
Virtually every single skill has its own target number and skill level/attribute variables.
 
A task system is a good thing because:

1) it provides a consistant roll mechanic for all actions (or almost all).
2) it streamlines the GM's job of categorizing player actions for how difficult they are
3) it regularizes modifiers to "significant" (affects difficulty), or not significant (doesn't afect difficulty).
4) it usually provides a shorthand notation for extant rules.
5) it provides a rule for unusual situations and their effects. Like hasty or cautious tasks.
6) it reduces rules redundancy in the skills section.
7) it takes the math of (EG: CT) the engine and puts it into human readable labels. Not a benefit for some, but crucial to others.

EG: Cold Starting a PP: Routine, Engineering & Edu, 10minutes (x 3d-mods in part of the DGPCT/MT task system). Due to the centralized task rules, I know that if you want to do it fqast, it becomes hard, E&E, 5m. If you want to crash implode start it, I can readily extrapolate Form, E&E, 2m, Haz, Fateful.
 
A task system is a good thing because:

1) it provides a consistant roll mechanic for all actions (or almost all).
2) it streamlines the GM's job of categorizing player actions for how difficult they are
3) it regularizes modifiers to "significant" (affects difficulty), or not significant (doesn't afect difficulty).
4) it usually provides a shorthand notation for extant rules.
5) it provides a rule for unusual situations and their effects. Like hasty or cautious tasks.
6) it reduces rules redundancy in the skills section.
7) it takes the math of (EG: CT) the engine and puts it into human readable labels. Not a benefit for some, but crucial to others.

EG: Cold Starting a PP: Routine, Engineering & Edu, 10minutes (x 3d-mods in part of the DGPCT/MT task system). Due to the centralized task rules, I know that if you want to do it fqast, it becomes hard, E&E, 5m. If you want to crash implode start it, I can readily extrapolate Form, E&E, 2m, Haz, Fateful.
 
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