I don't understand this. Apparently if you have a higher stat (9 vs 5 in the example) you should have a different results (I assume better results?).
Under the MT system (the UTP), Stat/5 will give you a bonus.
So, under that system, whether you have STR-5, STR-6, STR-7, STR-8, or STR-9, all you're going to get is a +1 DM on your throw. There's no difference between a Stat-5 and a Stat-9.
At Stat-10, you magically get a +2 DM. So, there's a huge difference between Stat-9 and Stat-10. But, there's no difference between Stat-8 and Stat-9...and there's no difference between Stat-10 and Stat-14.
That's the UTP.
Any system where Stat/x is in play will give you those "bonus groups".
The Stat/3 mod of the UTP closes the gap a bit, but the gap is still there (your groups contain three stats instead of five), and this method de-values the effect of a skill on a task roll (as I've illustrated above).
With the UGM, Each and every stat provides a benefit to your task roll. If you have Stat-9, you're damn likely to get a +1 DM on your throw. If you have a Stat-5, you're not near as likely to get that bonus.
Plus, skills remain powerful.
See, what the UGM does is give you a chance to get a bonus. The higher your Stat, the more likely you'll get the bonus...so, having a Stat-9 is definitely a good thing (compared to the UTP where there is really no difference, mechanically, in having a Stat-9 over a Stat-5).
And yet if I understand your system the best you can get is a +1DM if you roll under your stat.
Most of the time. This keeps stats and "natural ability" from overpowering skills and "trained experience" as it happens in the UTP and the UTP mods.
(At Stat-13 and up, a character has a chance for a +2 DM.)
A character with a stat of 9 could fail and a character with a stat of 5 could succeed, reversing the usual trends. Correct?
That is correct.
Another benefit of the UGM is that your natural ability becomes less and less beneficial to you the harder the task gets.
For example, if you have Stat-7, and an easy-to-average task, you'll get a +1 DM on your throw if your result is 2-7. This means your natural ability will probably help you. It may not, but there's a good chance it will.
Let's say your difficulty is 8+. You'll get a +1 DM on a roll of 2-7.
If you are basically skilled (Skill-0), this won't help you very much (it will a little...as if you roll a "7", your +1 DM will kick in, and your natural ability will help you accomplish your task).
If you are very skilled, you can use your experience and knowlege to apply your natural ability to the roll more often.
So, with the same throw (Stat-7 needing to roll 8+), but with a Skill-3, now we're talking about A LOT of help coming from your natural ability.
You'll succeed on a roll of 4+.
See how the UGM places it emphasis on trained experience rather than devaluing it with huge benefits coming from a person's stat (his untrained natural ability?).
Also, consider this: If you're facing an extremely difficult task (let's say you need 12+ to succeed), well, your natural ability won't help you at all. Even if you roll 7-, you'll get the +1 DM but won't succeed on the roll.
It's the trained, experienced people who make those throws.
In your example you indicate that you roll only once, check to see if it's below the stat value, add bonus if it is, add skill bonus and if the result is larger than 8 you succeed.
Yep. It's very easy to remember.
All tasks succeed on a roll of 8+.
If your roll is equal to or less than your governor stat, then you get the bonus (probably a +1, but could be a +2 if you have a very high stat).
And, you add in your skill, plus any other modifiers that the GM imposes on the roll.
A character with stat 9 could roll 10, not receive the stat bonus and still succeed and a character with stat 5 could roll 4, receive the bonus and fail because the total is less than 8.
That is correct.
A character with a Stat-9 will recieve his bonus a whopping 83% of the time (a roll of 9- on 2D6). That means he won't get his bonus only 17% of the time (when he rolls a 10-11-12). But, if he rolls that high, in all probability, he'll make the roll because he rolled so high.
The UGM repects the difficulty of a task. Just as it's harder to roll a Critical Success the harder the task...just as it's harder to avoid a Critical Failure the harder the task...it's also harder to apply untrained natural ability when the task is hard.
In fact low stat characters will not want to succeed on the stat check as it dooms them to failure and high stat characters will want to fail as stat at 9 means you succeed when you fail your stat roll (by rolling 10 or greater).
That's one way of putting it.
Another way of looking at it is...
If you have a low Stat, you probably won't benefit from natural ability.
(Because anytime you succeed on a task, you probably won't get a bonus for natural ability.)
Your characters will very low stats will almost never benefit from natural ability (although it is possible when they are highly skilled! ...as in a highly trained professional knowing himself and knowing how to draw on his natural ability)
Your characters with average stats will benefit from natural ability only on easy and average tasks.
Your characters with very high stats will benefit from natural ability on just about every task they attempt.