I suspect that by the time you get your book, we'll have opened the T5 public forum.
The T5 Public forum has been present for some time, Don.
I suspect that by the time you get your book, we'll have opened the T5 public forum.
I really know nothing about T5. Is it still using the T4-ish task system? I hope not. That's one of those systems where the players always know the task number (skill + Stat, roll under with several D6....difficulty by the number of D6 thrown), and that's not a good thing for a story-telling
The players know the task number? How else are they going to know what to roll for and be successful at it? Is there a hidden Traveller dice mechanic that is good for storytelling?
Is there a hidden Traveller dice mechanic that is good for storytelling?
...and the target is determined by adding Skill + Stat...
Not unless the GM does something unorthodox and ungainly like rolling the task for the player (players like to roll their own dice) or not telling the player what he's rolling against (now the GM has to do all the work and keep track of all PC's skills and stats).
In real life I do know my chances when under taking a task.
Well, HG_B, in a word yes. Nil and 90%. I fight like crap, okay, I don't fight so mugger has always won. Then again, I only play Adventurers.Really? So, if you encountered a mugger in an alley you know your numeric chances of taking him out and his numeric chances of hitting you?
Please elaborate and illuminate.
So, yeah, smart ass, I do know my chances. :devil:
What? They took the use of empirical experience and study out of the scientific method. Because I used empirical evidence of having been mugged and beat up a few times in my life, so if empirical data doesn't count, what the hell does? Not rolling dice on a table, since that is entirely made up stuff.No, you don't. You used no scientifically sound process to determine them.
So, your original assertion was false. And thus, your point vis-a-vis the gaming situation holds no water.
There is more to it than this, not only variable dice, but Armor Value as well.
Why does everyone assume just because I have some idea of how I will fare that I am not invested and that drama is lacking?
First, let's get back to your D&D example. Maybe in your crowd they don't work the numbers, but in our group we often have the badguy's AC and protections figured out by the first third or half of the battle. Not because the DM told us, but because we know what should hitting with specific numbers.
Drama has not a damned thing to with mechanics and folks who think they do are mistaken. Drama is on the Ref, not the Rules.
As Marc (unless I am misrembering) said in a post in the Private forum, knowing your chance at success is actually keeping in real life, which I agree with. In real life I do know my chances when under taking a task.
So, maybe it is just me, but I don't get this idea that open Target Numbers somehow defeats the ability to create drama.
If the task is something the player would not know if it was a success then I say why not let the gm roll it.
Also, roleplaying games work best (in my experience) when they are roughly equal parts roleplaying and gaming. Gaming is all about manipulating the odds in your favor, and to do that you need to have some notion of the odds. And the two parts affect each other. Part of roleplaying an encounter is knowing when to hold and when to fold, as it were, and you can't do that if you don't have a decent knowledge of the odds.As Marc (unless I am misrembering) said in a post in the Private forum, knowing your chance at success is actually keeping in real life, which I agree with. In real life I do know my chances when under taking a task.
So, aramis, what's a PBF?/stuff I agree with pretty much/
It's partly why I much prefer my PBF to have a die-roller built in.
Now, there are times I still like the "roll and see how high a difficulty you hit"... but it's not for suspense building. It's for cases of how long can you do X, what quality of X did you make, how long will that repair last, etc?
That said, I still do not like the T5 core mechanic.
— Roll High is psychologically more intuitive.
— Dice by difficulty makes it much more onerous to do the "how hard did you succeed at"
— the TN system results in high attributes dominating play, because it rewards the wrong thing.
S4's "suspense generation" only works with some players, and is really NOT happy when playing with strangers (who have no reason to trust) nor with a GM who has a huge drive to fudge things to fit his story.
I've listened to people brag about setting difficulties AFTER the rolls by use of it, which I consider an abuse of trust.
I've seen GM's ignore the rolls in order to literally give players an illusion of mattering.
Now as to your goblin and me at HP 1, there is no drama in death, there is just making my new character.
So, aramis, what's a PBF?
And where do you get this rolling high is intuitive? Seriously, as a pretty serious GURPS player for a while there, I can't agree with that. For me it matters which system I am playing in, but I am in the "roll low" is the way crowd. To me rolling high is inviting disaster, but then I am not a big D&D person. Not enough ray guns and starships for me.![]()
And where do you get this rolling high is intuitive?