Task Difficulty
DMs used to modify the UGM task roll with respect to the task's difficulty:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Difficulty DM
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Easy +4
Routine +2
Standard +0
Difficult -2
Challenging -4
Formidable -6
Insane -8
Impossible -10</pre>[/QUOTE]NOTE: These difficulty DMs are not meant to be definitive. These are guidelines for the GM meant to give him a rule of thumb only. The GM is encouraged to use these DMs as a starting point and then move the DM up or down a point, depending on the task situation.
Also NOTE: The UGM not only provides a simple, easy method for a GM to handle tasks on the fly during a game, but it is also designed to exactly replicate Classic Traveller throws found in Canon.
If a player wants his character to use extra tubing from the ship's fuel system to rig up a still for the PCs to drink some home brew, the GM can easily think a second and come up with a roll (maybe Mechanical skill and +1DM Difficulty?). But, if a GM sees the roll for avoiding loss of control in Zero-G (a roll of 10+ according to the Traveller Book), this can easily be exactly duplicated using the UGM as well (it'd be a -2DM Difficulty roll).
That's one of the beauties of the UGM that other CT task systems do not provide: The UGM can exactly replicate canon throws described in offical CT publications (as we see in the example below).
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Example
A ship's medic is attempting to revive a low berth passenger. The GM decides this is a task of Routine difficulty, which means the ship's medic recieves a +2DM to his revival roll (not counting other DMs that may apply). But, since the ship's medic does this job all the time, every two weeks, on most worlds the ship travels to, with several passangers, on equipment the medic is very familiar with, the GM decides that the revival roll is a task of Routine difficulty with a +3DM instead of a +2DM (in effect, the task is "a little harder than EASY" and "a little easier than ROUTINE").
The medic's roll will be: 2D +3 for 8+.
(Other appropriate mods, such as Medical skill, not important to this example, would be used as well.
And, note on page 50 of the Traveller Book, the roll to revive Low Passengers from berth is a roll of 5+, plus mods, which is exactly what we're expressing in this example.)