Hi Mike,
I mentioned the Characteristic Throws in the post, saying they appeared in The
Traveller Adventure and "other adventures. I simply didn't have time for a deeper search. But knew they were out there.
So, this:
Generating Throws: In situations where no specific throw is stated, the referee must usually create the throw himself. Often such a throw may be determined by referring to the characteristics of the player-characters involved. Such characteristics may be used either raw, or subject to DMs based on personal skills. For example, a character may be faced with a very unusual navigational problem hitherto un-encountered. The referee can easily create the required throw to solve the problem by using the character's intelligence (or less), thus, in effect, stating that anyone with that level of intelligence has that probability of solving the problem (per day, per hour, or whatever). Each level of navigation skill would then be used as a DM of +1. Also, a requirement should be imposed that some navigation skill is a prerequisite.
I'm simply not a big fan of Characteristic Throws for
Traveller, even if the were introduced in adventures. Here are some of the reasons why:
1. Inelegance. When I first dug up a copy of the LBBs a few years ago and ran a convention game (which turned into all this writing I've been doing about
Traveller) we used the Characteristic Throws. What happened was every time I asked for a Throw, the Players had to stop and remember whether they were rolling
over or
under. Because, of course, with some Throws you are rolling over, and some you are rolling under, and there's nothing intuitive about the difference. And then, god help us, if you need to add modifiers, you have switch the -DMs to +DMs and the +DMs to -DMs, on the fly, always focusing on which direction was up.
Because here's the thing: At it's core, this is the basic instruction for determine if things go south in
Traveller:
2D6 +/- DM ≥ Saving Throw
With that, you can determine almost anything you need to determine. The thing is, that's all
very flexible already. What the DMs are and what the Throw number is all get to be determined on the fly, with guidelines already suggested, but made concrete in the moment.
Adding Characteristic Throws makes the system
more flexible, yes. But in my experience, it made it so flexible it was like a wet strand of spaghetti. And we didn't enjoy it as we had to remind ourselves whether we were going up or down each time, which slowed the handling time. It's a small thing, to be sure. But it did bump us every time.
I'd rather stay focused on the core formula and build from that.
2. Easy Odds. In the example given from the text quoted above, let's assume that the PC has an INT of 9 or 10. We'll call it 9. Something high enough to assume he makes the cut. This means that when the PC make the Throw he will succeed 72% of the time (if I've done my math right). That's a really big chance for success on something that's supposed to be a problem. But it really isn't much of a problem because the Player, without doing much but rolling dice.
We might as well be saying, "Throw 6+" (same odds as Throw 9-) but that sounds less interesting, I suppose. But the key is, anyone with a high Characteristic has very, very good odds on something that, within the fiction, at least, is supposed to be a challenge.
The way the odds of Characteristic Throws like up then seem off to me. They are independent of the
situation Is solving the problem difficult or hard? Who knows? If you have an INT of 9+ you'll be solving anywhere from 72-100% of the time.
I'm not saying this should bump everyone else. But it bumps me.
3. Static Odds. Using Characteristic Throws means everyone knows how easy or hard it is to solve the problem even before a problem arrives. The odds of the Throw are baked into their Characteristic. Touching off the previous point, I want some mystery and some fictional details of the circumstances to set the Throw. That's how I like to play. But I do think something is lost without the ability of the Referee and the Players to sort out the details of the world beyond the PC -- which doesn't happen when the problem can be solved within the PC's characteristic alone.
4. I don't want dice rolls to solve everything.. I don't like Players to be able to solve problems with a roll.
I've been running a
Lamentations of the Flame Princess for months now, and it's going gangbusters. It's an OSR style game based on the B/X Dungeons & Dragons rules. I'm learning a lot about how I would run Classic Traveller from the game, as I consider Classic Traveller squarely in the Old School tradition.
One of the things I'm seeing that works so well is
limited mechanical options to solve problems. The Players have the ability to fight, to do a limited set of skills (climb walls, check for traps, and so on), and cast magical spells (which, like _Traveller_, provide a broad range of unique skills the Players can use to solve problems). In the rules there are no Attribute Rolls. (They appear in later editions of Dungeons & Dragons.)
The thing is, the list of things they can do with die rolls is really limited. If, for example, they want to figure out what the strange planetarium they find the wizard's keep is for (let alone use it) they can't just make a roll to get an answer or mastery of it. (Some magic spells will provide veiled and incomplete information, but that's it).
Instead, to solve problems and deal with crisis, what must the Players do?
They must interact with the fictional world.
They talk to me. I talk to them. We build details. They have their characters poke and prod the fictional elements of the game. I give responses as to what the effects are.
Let me lay this down clearly:
This is why I play the games. When I play, I want to create fictional details and moments with my friends, imaginatively and in the moment. I want an accretion of details. I want us building up images and pictures as we discover what the Characters do, and the Characters discover the strange world around them and the effects of their actions.
If the PCs come upon the wizard's strange device and make an Intelligence rolls and succeed, well, that removes the need to poke and prod and the sense of actual discovery and the risk they'll blow themselves up. And I don't want to lose any of that.
I understand that for some folks getting on with it is part of the charm of using skill rolls. But I've discovered that's not my thing.
So, in the example above: A character is faced with a very unusual navigational problem hitherto un-encountered.
Awesome. It's a space game, and there's a problem involving navigation. In my game, it's a game about adventure and stuff, so we need to solve the problem not with an Intelligence roll (because wheres' the adventure in that) but with adventure...
a) First, I want the the Players to come up with their own ideas of how to solve the problem. They might not work, but I do want to here them. I want them to try them. If they make sense, sure! They work! Because that's the fun of it. But as opposed to the INT roll, the solution will be specific and imaginative -- and that's the stuff my game play thrives on.
But they might not. Or the solution might be more complicated. Here are some ideas:
b) The Player Characters might have to travel somewhere to triangulate the information they already have an produce the results they need. The problem can then be solved. But getting to that point might create problems. There might be obstacles or dangers.
c) Or the PCs might need to find someone to talk to give them what they need. Once they do this, they can reduce the Throw number and see if they can now accomplish what they could not before (more on this below).
d) Of the PCs might sit around the ship and solve the problem. They describe what they're doing, what plans or machinery they are bringing to bear. We are building a world with detail. As they build the detail, I, as the Referee, set the Throw and offer the +DMs for the details they're adding. Again, this back and forth, for me, is the source of fun in play.
[CONT'D in next post]