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My variation on Paul Elliott's Task System

Golan2072

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I've recently read through Paul Elliott's Task System for CT and I like it very much; I'll probably adopt it for MTU with the following variations:

1)TWO, not only one, characteristics may be relevant for each task/skill; For example, a character with the UPP of 777887 with a skill of Electronics-1 repairing a radio transmitter (target number 7, for example) gets a DM of +3 (+1 for Electronics-1, +1 for INT 8 and +1 for EDU 8). This means that my variant favors broad talents (i.e. mid-level in many characteristics) over narrow ones (i.e. a high level in a single characteristic).

2) There is no +2 DM for exceptional characteristics in my variant, unless very specific circumstances prompt the referee to call for it (usually in a task when natural talent/ability/endurance is crucial for sucess).

3) Contest of Characteristics: When two characters directly contest their raw abilities (such as in arm wrestling, running, swimming etc) with no relevant skill involved, each character rolls 2d6 and adds that to her relevant characteristic; the character with the highest total wins. If another characteristic is deemed relevant, and one character has that characteristic at a double level than the other character, she adds a +1 DM to her roll. For example, Telina (UPP 898765) arms wrestles (that is, contests in STR) with Constantine (UPP A6C568); Telina rolls 5 and Constantin rolls 2; Telina wins (5+8=13; 10+2=12; 13>12).

4) Contest of Skills: When two characters directly contest their skills (vehicle racing, gambling, trying to impress a noble with their programming skills and so on), each character rolls 2d6 and adds her relevant skill level to it; if one character has a relevant characteristic which is twice as high as her opponent's equivalent, a DM of +1 is allowed in her favor (this could happen with up to two characteristics, and then each will give a +1 DM). The character with the highest total wins. For example, Telina (UPP 898765, Air/Raft-1) races in an air/raft (that is, contests in the Air/Raft skill) against Constantine (UPP A6C568, Air/Raft-2); Telina rolls 7 and Constantine rolls 8; as none of them has any radically advantageous DEX or INT (the relevant characteristics) over the other, Constantine wins (2+8=10; 1+7=8; 10>8).

5) Opposed Task: When one character attempts to perform a task and another character tries to prevent her from doing so, first determine the Target Number, and then roll 2d6 with the first character's skill and characteristic DMs as positive DMs and the opponent's skill and characteristic DMs as negative DMs; if the result is equal to or higher than the Target Number, the first character succeeds. For example, Telina (UPP 898765, Communications-2) tries to contact a ship in orbit by radio (Target Number 8 when being jammed; INT is relevant) while Constantine (UPP A6C568, Communications-1) tries to jam her transmission; Tellina rolls 5 and thus fails (2+1+5-1=7; 7<8).

I'll later try to adapt PSI, combat and ship combat into this system.
 
Originally posted by Employee 2-4601:
I've recently read through Paul Elliott's Task System for CT and I like it very much; I'll probably adopt it for MTU with the following variations:

<snip>

I'll later try to adapt PSI, combat and ship combat into this system.
Hmm, interesting - especially the last couple of ideas.

I'll be looking out for what you come up with
 
Ok, I've re-read through combat - Ship Combat (LBB2, that is) is quite similar to my Opposed Task to begin with - especially if Sigg Oddra's excellent Armor rules are used; I've posted a reply (on the second page) with more suggested DMs to it.

I'll probably add Sensor Ops rules once I figure out Sigg Oddra's Sensor rules, though they're a bit confusing (rework them please, Sigg, they seem VERY promising).

Damage Control is very easy to convert to the Task System format, having a Target Number of 9+ and being based on the Engineering (or Gravitics or Electronics or Computer, depending on system, but usually engineering) skill and on DEX and INT.

Using a damaged computer has a Target Number of 1+ with a -1 DM to roll per hit recieved by the computer; the task to operate it is based on the Computer skill and on INT and EDU.
 
About personal combat, I'll have to re-read through the first few pages of Striker for ideas - my general though is about
Skill+Attribute DM (LBB2-style?)+Penetration+other favorable DMs+2D6-Armor-Range DMs-Evasion DM-other negative DMs

If result is 8+ then there is a hit; I don't know how to determine the effect of the hit based on how much the result is over 8, but I think striker does (I have it, but at my home, 150km from where I'm now).
 
Most psionic powers will automatically succeed once the psi points are invested; however, to succeed in penetrating a shield, an Opposed Task is required with a Target Number of 7; instead of the skill/characteristic modifier, use the difference between the attackers' PSI attribute and the defender's one (Attacker-Defender=DM). An artificial shield gives a DM of -4.

Unlike LBB3, I suggest that all telepathic powers may be able to penetrate shields (not only Assault); however, they still have to beat the shield.

A contest between two teeks (i.e. 2 Telekenesis users pulling the same object in different directions) is resolved in the same manner.

Also, I suggest that psi users may be able to boost their apparent PSI attribute for the purpose of shielding/shield penetration (and for that purpose only) by expanding additional PSI points (one apparent PSI per point spent; influences one opposed check). So shielding could still be a tiring effort - especially if you're trying to block a very strong teep from taking a peep into your head.
 
By the way, is Paul Elliott a member here? I wish to ask his permission for posting an expansion of his system to Stellar Reaches #4 or #5.

Also, it'd be nice to start building a Task Library - I've check LBBs 1-8 and the number of "proto-tasks" (i.e. throw needed and DMs) present is exceedingly minimal - it is all left to the Referee's discretion. A joint "Task Library" project utilizing Paul Elliott's system (with my modifications) would probably make every CT referee happy. Once I'll finish my belter CharGen system (today?) I'll alternate between task library building, subsector design and ship design (my small craft are all ready!).
 
Originally posted by Employee 2-4601:
I'll probably add Sensor Ops rules once I figure out Sigg Oddra's Sensor rules, though they're a bit confusing (rework them please, Sigg, they seem VERY promising).
I know what you mean, they could be clearer - but in defence I understand how they work ;)
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Part of the problem is the issue of scale and how I've managed to be really confusing over something quite simple really.

I'll try to produce a clearer version...
 
Originally posted by Employee 2-4601:
About personal combat, I'll have to re-read through the first few pages of Striker for ideas - my general though is about
Skill+Attribute DM (LBB2-style?)+Penetration+other favorable DMs+2D6-Armor-Range DMs-Evasion DM-other negative DMs

If result is 8+ then there is a hit...
Ahh, you're trying to combine the to hit roll and penetration roll into one.
That's not a bad idea - it speeds up play.
 
Originally posted by Employee 2-4601:
Most psionic powers will automatically succeed once the psi points are invested;
<snip>
Will artificial psi shield helmets have a set rating of 15, or will they be TL dependent?
 
Originally posted by Sigg Oddra:
Ahh, you're trying to combine the to hit roll and penetration roll into one.
That's not a bad idea - it speeds up play.
That's the intention
 
Originally posted by Sigg Oddra:
Will artificial psi shield helmets have a set rating of 15, or will they be TL dependent?
They'll just incure a -4 (or maybe more on higher TLs?) DM to mental intrustion attempts.
 
Ahh, you're trying to combine the to hit roll and penetration roll into one.
That's not a bad idea - it speeds up play. [/QB]
That's already been done. It's called little black book 1. ;)
 
Yup may have a point there...
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but I was thinking more along the lines of how the new WW games do it, rather than have a weapon matrix.
 
There is some interesting stuff here! Omer is taking my system to task it seems. I've only used it in a couple of one-shots, not much call for Classic Traveller where I live!). I particularly like the opposed rolls.

Paul/Mithras
 
Concerning attributes, when I've examined the few "tasks" already present in CT, it seems to me that some tasks should have one attribute, some should not based on an attribute (Gambling, for example, unless you want to base it on PSI
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), some should be based on one attribute OR another (Bribery, for example; you could pull your rank - SOC - or outwit the official - INT), and some should be based on two attributes.

I think I'll return to Paul Elliott's one attribue system...
 
For gambling I could see Int being used as a mod - determining odds and the like.

I like the idea of Psi being used - perhaps the referee could use it as a hidden mod some how, and not just for gambling...
 
Originally posted by Sigg Oddra:

I like the idea of Psi being used - perhaps the referee could use it as a hidden mod some how, and not just for gambling...
Won't that make psionic characters far more powerful than they already are? (especially for MTU's PSI stat generated by 4d6-12).
 
What sort of bonus will they get with an average Psi of 2 ;)

An untrained character with a high potential could sometimes get a secret bonus to represent their "luck".

For a trained character it would be interesting to have them use Psi to get a bonus on "luck" related tasks which they are really using a small amount of conscious Psi to do.

E.g. a trained character with a Psi of 9 could get a bonus of +1 to bribery thanks to using telepathy to know what the targets wants and desires are, or a +1 to hit a concealed foe thanks to clairvoyance etc.

You could make them spend a point for each "minor" use.
 
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