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DALTON:HOME TASK SYSTEM

Hi All,

On the Traveller5 section of this board, a group of us have been talking about my gaming groups task resolution system.

A few people have asked for it and it was suggested that this area is the best one to post the details of the system.

This thread is specific to the task system, questions, complaints and flames are all welcome (as if flames could ever be stopped on the internet)
If there are any reasonable complaints, I will discontinue posting here.

best regards

Dalton
 
Designers Notes:

This system has evolved. It does not really have a single designer and as such I would be remiss in taking any credit for the final product. Our gaming group has changed over the years, and the few times this has been written down, the target was for our group and as such, alot of details were explained verbally and not in any organized way.

First Design Point. The rule system started with Classic Traveller and evolved with MegaTraveller. The term task used to be called 'activity' but was changed to task with MT's release. Some of the Task formating has been borrowed from MT but there are some conceptual differences that may bite the reader if they do not understand the differences.

Second Design Point. Our group hated the buckets of dice systems that have come up since Classic.

Third Design Point. The SKILL+CHARACTERISTICS way of determining target numbers is despised by our group (the language can be quite colorful).

The system we came up with deals with all these concerns. If you do not have the same concerns, don't bother reading this thread.

best regards

Dalton
 
Notes on Posting

I am going to post the system in sections.
Each Section will be Titled and Numbered.
The parts I am posting are from a larger document so please disregard references to other sections of the rules.

best regards

Dalton
 
SECTION 1.

GAME MECHANICS
The most important issue with any role-playing game is how quickly the rules can be learned while being versatile enough to handle the many different situations that gamers can dream up.
The following pages are a summary of the core game mechanics and all other rules are simple extrapolations of how the rules apply to a particular situation. For new players, the explanation of how characters are described combined with these pages are all they need to know in order to play the game.
best regards

Dalton
 
SECTION 2.



TASKS
The term ?TASK? is applied when there is something in the game where the outcome is not guaranteed and some form of resolution is required.
A ?TASK? includes a short name, a description, lists of skills required and any controlling attributes. If there are any special modifiers or circumstances, they are listed as well.
TASK TYPES
There are five types of Tasks, each one covers different game situations.
The first and most common Task Type is the ?Simple Task? and just as it is described, it uses the standard task rules without modifications.
The second type is called the ?Uncertain Task? and it is almost identical to the simple task except that the referee rolls the task role in secret, and does not reveal the actual level of success to the players. The referee will describe the details of the roll, leaving the players guessing as to the ?truth? of the description.
The third type of Task is called the ?Opposed Task? where another character is actively attempting to foil the success of the task. Opposed Tasks require the character attempting the task to roll normally as per a simple task. The opposing character also rolls, and the success level of the opposing character is subtracted from the success level of the active character.
The forth type of Task is the ?Cooperative Task?. Cooperative tasks represent the combined work of multiple people trying to succeed instead of a single individual. Only tasks that state they are cooperative allow for characters to combine their abilities. Each character participating in the task attempts the task as if it is a simple task. The maximum number of participating characters is limited by the leadership skill of the controlling character. The controlling characters success role is used as normally, but, every other characters success is halved before being added to the final success level. Unfortunately, a participating characters failure level is subtracted normally, thus you get the benefit of multiple users possibly increasing the overall success or shortening the time of the task, but, a single user can negate the benefits of cooperation.
The final type of task is the ?Complex Task?. A complex task lists a target success level. The character needs to complete multiple tasks (which can be of any of the earlier types) in order to cumulate enough successes to meet or exceed the target success level.

 
SECTION 3.

TASK RESOLUTION
All Tasks are resolved by rolling two (2) normal, six-sided dice, adding the result from both dice together and applying all dice modifiers. The final total is compared to the ?TASK RESULTS CHART? to determine the level of success or failure of the TASK.
TASK DIFFICULTY
All Tasks are considered to be Difficult unless the Task Description says otherwise or the character has a level of skill that makes the task easier.
Level Name
0 Automatic
1 Easy
2 Average
3 Difficult
4 Formidable
5 Staggering
6 Impossible
7 Hopeless

The Task Difficulty Level is used when determining which row to use to determine the success level on the ?TASK RESULTS CHART?.
 
Section 4.

APPLICATION OF SKILL
If a Task requires a skill, then the Task states the minimum level of skill required to perform that Task.
If the character meets the minimum skill level, then the task is automatic.
There is no benefit for having skill levels beyond the minimum required, unless otherwise stated.
Some skills require equipment and supplies, if the equipment and supplies do not meet the level of the skill, then the skill level is reduced by one level for every two levels of reduced support materials.
There is no benefit for having equipment/supply levels beyond the minimum required, unless otherwise stated.
For every level the task minimum requirements are above the effective skill level, the task gets progressively harder. If the task requires skill level three(3) and the character only has skill level one(1) then the tasks difficulty is average.
 
SECTION 5.

SPECIAL EQUIPMENT
Characters may acquire equipment that gives a benefit in some situations. Many of the times, the equipment simply allows the character to perform a normally impossible task. Some equipment gives a die roll task modifier or it gives a minimum level of skill in a limited set of circumstances.
SITUATIONAL MODIFIERS
All tasks can be modified by situational modifiers such as distractions, hostilities, rushed activities, cumulative modifiers and any other items or actions that the task description describes or that the referee stipulates.
ATTRIBUTE MODIFIERS
A task may specify one or more attributes that will modify the roll. For each attribute listed, its required attribute level is also stated. The character gets a bonus of +1 to their die roll for every two full levels their attribute is higher than the stated required level. The character gets a penalty of -1 for every two full levels their attribute is below the stated requirement.
 
SECTION 6.

RESULTS
Although some tasks are simple success/failure events, the results of most tasks are a grey area with a wide range of results. Depending upon the final result of the die roll, the players not only know if they succeeded, they also know how well they have performed.

-7 Cinematic Failure
-6 Legendary Failure
-5 Spectacular Failure
-4 Devastating Failure
-3 Complete Failure
-2 Regular Failure
-1 Simple Failure
(0) Almost (close)
0 Marginal Success
1 Basic Success
2 Regular Success
3 Complete Success
4 Superior Success
5 Extraordinary Success
6 Spectacular Success
7 Cinematic Success

Understanding Success and Failure
The basic assumption of any task is that you will succeed in any task you attempt. Unfortunately that is not always what happens.
If you get a level 3 success, then you have truly succeeded in whatever endeavour you are trying. If that means you are shooting a gun at something, you have hit the target correctly and have hit it causing the full damage possible with that weapon.
A level 4 and above success level in the same situation means that you have actually hit a vulnerable spot and have caused damage over and above what you would expect with the weapon in question.
A minimal success means that you have barely been able to perform the task. In combat, this means you may have the opponent dive for cover or loose fatigue points.
A regular success means that you have succeeded, but have not been able to capitalize it to the fullest extent. In combat, this means you have wounded your target, but, the target may just shrug off the effects to an extent.
With the levels of failure, a level 0 failure can actually help you learn from your mistakes (and in combat, usually means you have the opponent questioning if they still want to be there).
A simple or regular failure neither has benefits or problems other than you have wasted the time and supplies needed for the task while achieving nothing. Sometimes, a close result or simple failure means you were able to stop before wasting any
A devastating failure may represent a weapon jamming, damage to the equipment or using up extra supplies or time without benefit.
A spectacular or worse failure is truly something you worry about for it represents the worst possible result (and maybe a little worse).
As with all aspects of role-playing, the referee has the final say concerning the effects of any role and how it affects the story.
 
I have the one table the system uses, but I can't post it as a reply to this thread.

I do have a PDF with this stuff altogether in a proper format, so once I have a place to upload it I will post the link.

I think I will hold off on alot of the rest of the stuff until I get some feedback on what I have posted so far.

best regards

Dalton
 
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