• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

CT Only: Rule 68A, Skills, Stats

Leitz

SOC-14 1K
Admin Award
Baron
I'm coming to like Rule 68A as it helps solve one of my main concerns about games; the use of charts for fast play events.

If you're doing chargen or ship building, charts and tables are okay. For combat, nope. You should be able to run with everything in your head and some dice rolls. If you can't remember it, it's not worth bringing in.

That's why I like Skill-1 being equal to Skill-1. No need to make some skills give a +2 DM and others a +1 per 2 levels of skill, or whatever. 1 should equal 1.

What I don't yet have is a good handle on Stat adjustments. Should "average" be Stats 6, 7, and 8, with modifiers based on difference? That means an F stat gives +7, which is nice for the player but maybe not for the game. Maybe +1 for every 2 points away from 7? The F then gives +4, which is still awesome. A 2 stat only gives -2, so even the worst PC isn't totally incapable.
 
It's a neat little system, but don't like it as much as I once did.
6, 8 and A are too close together on a roll of 2d to make the difference worth the complication, especially when you typically get a bonus of +1 or +2.
4, 8 and 12 would be my breakpoints, if I hadn't long ago just gone with 8+ or 12+ as target numbers.
For most stuff players don't even roll the dice - they just have to describe something which a character with their skill set and background could achieve.

Rolls are for critical events only IMHO.
 
Last edited:
Mike, while I appreciate the simplicity of 8/12, I'm confused by the spread:

8+ is a 42% percent chance of success
12+ is a 3% chance of success

Can you talk to me about the appeal of such divergence?
 
I take into account the likely skill level, bonuses due to stats I may allow and the usual +1 bonus for good role playing a situation.

8+ is by far the most common target number I use, so the probabilities are:
DM %
-2 17 (20%)
-1 28 (30%)
0 42 (40%)
+1 58 (60%)
+2 72 (70%)
+3 83 (80%)
+4 92 (90%)
Really challenging stuff gets the 12+ target number, but again likely DMs kick in, and only really skilled (or lucky) characters will succeed:
-2 03
-1 03
0 03
+1 08 (10%)
+2 17 (20%)
+3 28 (30%)
+4 42 (40%)
The numbers in parenthesis is the rough % my tiny brain equates them to so I have an idea of the % chance I am asking the player to roll.
Don't know that I have explained that very well but it works for me.

I suppose I could switch to a d100 system, but the probabilities of 2d6 and a DM of -2 to +4 with target numbers of 8+ or 12+ give me the rough % I want - and they are burned onto my brain.
 
What I don't yet have is a good handle on Stat adjustments.

12: +2
10-11: +1
3-4: -1
2: -2

for relevant stats.

'course that's for use in my system. task systems need to be integrated across dice mechanic, chargen, skills, stats, and experience point systems to be fully functional.
 
Mine is effectively 268ACG, with direct character stats AND skill.

Stats is relevant stat -7. If two or more relevant, stat/# of stat -7.

No skill bumps difficulty up two levels, JOAT negates no skill of course, and knowledge checks of EDU + skill can drop difficulty.

Combat is largely as per Striker, so 8AC is the range.
 
Combat is largely as per Striker, so 8AC is the range.

I'm mostly using Striker, and allowing "aimed shots" where taking a more difficult to hit requirement allows raising the damage roll the same amount. Not useful with Autofire since most weapons bounce too much.
 
12: +2
10-11: +1
3-4: -1
2: -2

for relevant stats.

'course that's for use in my system. task systems need to be integrated across dice mechanic, chargen, skills, stats, and experience point systems to be fully functional.

Personally, I am reluctant to pile stat modifiers on top of skill modifiers on a 2d6 roll. I do it occasionally on a situational basis. This (above) feels very close to what I instinctively use with a slight difference.

If I were to codify my preference, I would say +1 is for 10, 11 or 12 ... it 'FEELS' different when a character has a letter instead of a number ... and I would save +2 for 13, 14 or 15 since it again just "FEELS' different when a character has an attribute higher than can be rolled on 2d6.

Since I like balance, I would throw in a -1 for 2, 3, 4 and a -2 for less than 2.

I would not want a +3 for any attribute since I would never want Medic-0 + High Dex to be as good as a typical Surgeon [Medic-3, Dex 9].

Those are my thoughts.
 
I'm mostly using Striker, and allowing "aimed shots" where taking a more difficult to hit requirement allows raising the damage roll the same amount. Not useful with Autofire since most weapons bounce too much.

I have pretty much exactly that, aimed shot is a time and vulnerability cost, +1/2 to hit/be hit, and then players have option to either apply skill to hit, or to the damage table for addition for hitting certain parts for more damage, or less (in case of an intended non-lethal wounding such as police or security).

Skill also is a divisor for autofire discipline.
 
Personally, I am reluctant to pile stat modifiers on top of skill modifiers on a 2d6 roll. I do it occasionally on a situational basis. This (above) feels very close to what I instinctively use with a slight difference.

If I were to codify my preference, I would say +1 is for 10, 11 or 12 ... it 'FEELS' different when a character has a letter instead of a number ... and I would save +2 for 13, 14 or 15 since it again just "FEELS' different when a character has an attribute higher than can be rolled on 2d6.

Since I like balance, I would throw in a -1 for 2, 3, 4 and a -2 for less than 2.

I would not want a +3 for any attribute since I would never want Medic-0 + High Dex to be as good as a typical Surgeon [Medic-3, Dex 9].

Those are my thoughts.

Obviously I can have a medic-1 with a DEX C that has a modifier of +6, although in that specific roll I would tend towards INT+DEX/2 -7 + Medic SL= DM to difficulty roll.

OF course this also means that a Medic-1 with DEX 4 is going to be -2 overall with a roll based on DEX alone. Don't want clumsy people with laser knives.

The counterbalance to that in general is harsh no skill regimens, and substituting EDU for a lot of relatively routine INT type skills where creative problem solving is not at a premium.
 
I am reluctant to pile stat modifiers on top of skill modifiers on a 2d6 roll

yeah. it's easier if you don't take 12 as the max result.

task successes
routine - 3
unusual - 6
difficult - 9
very difficult - 12
extraordinary - 15
etc
 
Back
Top