Using a higher target (like 14+) with roll+stat also works. Just add 7 to normal 2d6 target, use DMs as normal, and no roll-under.
Adding +7 to every roll is just more unnecssary math to do.
Using a higher target (like 14+) with roll+stat also works. Just add 7 to normal 2d6 target, use DMs as normal, and no roll-under.
I let the players railroad themselves.
I never like creating massive, planned out adventures...
I can understand where some players might not like the GM that says roll X dice and tell me what you got.
I use that often times when they ask if they notice something or
I have a list of their skills (on a GM character card) and I as them to roll for them to notice something that their character would know but the player might not think of.
Even if a player is not actively looking for things, but happens to be a computer expert, they might notice in the bar/store/etc, that someone has new/outdated/etc laptop, or a mechanic might notice that the vehicle driving by does not sound quite right, or a combat expert might notice that someone is carrying something like a weapon concealed.
Players: "We're going to run for the hills!"
GM: "OK. You start running across the plains. Your goal, the foothills are in the distance. But, you're being chased. A helo flys overhead and begins to drop gas bombs. These things explode, releasing a heavy gas that float like fog on the ground. It's like tear gas. If you get into the cloud, you can't see, you can't stop coughing, and the stuff contains a skin-contact paralyzer that will cause you to temporarlily lose control of your muscle function. Damage is done to your END at 1D per round, and once that stat reaches zero, you'll be immobilized."
Players:" We're stuck on these plains with no cover, sandwiched between the forces following us and the gas cloud. We could fight, but we think the helo will just drop a gas cannister right in the middle of our defensive positon. We've got no choice. We're going to throw down arms and stick our hands in the air. Live to fight another day."
Adding +7 to every roll is just more unnecssary math to do.
It was painful reading this. Where is the role-play? The GM telling players how their characters feel - ouch. "END at 1D per round" is spoken by the GM - painful. The player's say "we" - to who? Their god?
You and I totally do not RPG the same way. So I will stop in this thread...
In sum, the point is simple...
As GM, I try to make each gaming situation as interesting, exciting, or as intriguing as possible. Sometimes that means keeping target numbers hidden.
And, the T4 task system makes it hard for me to do that.
Not too long yet until T5 goes live, then we can talk about it up a storm.![]()
I hope there's a good answer to what I'm looking for.
Why wouldn't it work? It seems like that would do the trick to me.I hope there's a good answer to what I'm looking for. The only thing I can think of is uncertainty dice, where the GM rolls a die for the players and a die for the NPCs and uses that as a secret modifer to raise or lower the player's known target.
It's not a good fix for what I'm looking for, and it doesn't solve all of the issues I've presented.
Why wouldn't it work? It seems like that would do the trick to me.
Personally I think people are way too hung up on rolling the dice for themselves. It should be a totally random roll and shouldn't matter who rolls.
If I saw you do that in a game I was in, I'd leave right then and there. Violation of Wheaton's Rule.Personally I think people are way too hung up on rolling the dice for themselves. It should be a totally random roll and shouldn't matter who rolls. If the player objects to the GM rolling, accuse them of cheating and kick them from your game!
Ok, maybe I'm a bit harsh. (and being a bit silly)
If you've got a character with EDU-A and Medic-3, this dude is a doctor. His base target number is 13. But 10 points of that target are made up from his general education and only 3 points are made up of the character's experience and specific training.
That means that on tasks, this character's general education is more than three times as important as his medical school training and experience.
That's not good game design--doesn't reflect the importance of experience as it should.
Yeah - this is pretty much my take. Much like roll-under is counter-intuitive to most. Personally, I'm good with both and technically ditching player rolls and using roll-under has advantages, but practically I won't subject my players to such.Players LOVE to roll their own dice.
Yeah, I feel the same way. Chargen, through the career path DMs, abstractly factors in, to some limited extent, innate ability when it comes to getting skills. Rating a skill level already should abstractly account for differences in ability to a greater extent (i.e. a skill-2 ~ skill-2). Characteristics are useful for non-skill and opposed checks. All the DEX in the world should make no difference in performing surgery if one has no Medic skill... likewise, if the task is more about training than ability. But, occasionally innate ability is handy in figuring success/failure in certain situations...... for the most part, the influence of skill is superior to CT task throws than the influence of stats.
...
The character's got high DEX, and he's probably got a great aptitude to be a marskman, but it's going to take training and experience to get him there.
In other words, high DEX aside, his skill is more important to him being a sniper than his raw, general ability. Thus, the T4 task system is backwards and non-intuitive.