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Static task DM

jaz0nj4ckal

SOC-12
Folks:
I am very new to Traveller, so I appologize for simple questions. I have a digital copy of the Classic Traveller rule books; however, is there a static DM for tasks? I have a friend that has Mongoose and their DM for task is something like: +2, +4, +6; however, I cannot find anything similar for Classic Traveller.

Thank you.
 
8+ (on 2d6) is typical, though it is not official. Many of the tasks have their own rolls and DM's.
 
Hi there and welcome to the boards.

CT has no standard task mechanic, you have to read every skill to find out how to use it.

Which is why a lot of people adapted the combat target throw of 8+ to be a pretty normal task number for any skill.

There is a good chance this thread could go for 20+pages as everyone tells you their favourite mechanic, task system, house rule etc.

I would advise keeping it simple - so here's mine ;)

Typical target numbers are:

don't roll a 2

roll 8+ with mods for skill and attributes

roll 12+ with mods for skill and attributes

roll a natural 12 and we'll talk about it.

I usually grant a bonus of +1 to any roll that the player makes an attempt to role play the situation.
 
Welcome aboard!

One thing I'd point out when looking at CT task resolution is that there are very few modifiers. You can add skill level, add a bonus based on attributes (IIRC, take the attribute and divide by 5, rounding down: there's your DM) and not much else. I think this is the elegant simplicity of the CT system - the referee gets to decide how difficult a task is, and sets the task number (X+) to reflect that. The situational modifiers are built right in.

For example, let's say a 'typical' vehicle repair job, whatever that is, needs a 7+ to succeed. Add +1 for mechanical skill, and +1 for INT or EDU 7 (7/5= 1.4> 1) so you really need a 5+ to succeed. Pretty easy. But wait! What if the vehicle was built from sub-standard parts, or is poorly designed? Instead of needing a chart of modifiers for engine quality, the referee just ups the target number by a few, depending on how hard he thinks is should be. Now it's a 9+ to succeed. Harder, but still doable.

It will help the referee to have an understanding of percentage likelihood of a given number on 2D. The math is beyond my ability to do in my head, but for example, I think that an unmodified 12+ on 2D has an 8% of success. 7+ is pretty close to 50%. Of course, if a job is really hard you can set the task number at 13, 14 or higher so only the very skilled and very lucky can succeed.

Hope this helps.

Cheers,

Bob W.
 
So you are saying it is all subjective to the Game Master; however, doesn't Skill ranks usually only go up to level 4?
 
Welcome aboard!

One thing I'd point out when looking at CT task resolution is that there are very few modifiers. You can add skill level, add a bonus based on attributes (IIRC, take the attribute and divide by 5, rounding down: there's your DM) and not much else. I think this is the elegant simplicity of the CT system - the referee gets to decide how difficult a task is, and sets the task number (X+) to reflect that. The situational modifiers are built right in.

For example, let's say a 'typical' vehicle repair job, whatever that is, needs a 7+ to succeed. Add +1 for mechanical skill, and +1 for INT or EDU 7 (7/5= 1.4> 1) so you really need a 5+ to succeed. Pretty easy. But wait! What if the vehicle was built from sub-standard parts, or is poorly designed? Instead of needing a chart of modifiers for engine quality, the referee just ups the target number by a few, depending on how hard he thinks is should be. Now it's a 9+ to succeed. Harder, but still doable.

It will help the referee to have an understanding of percentage likelihood of a given number on 2D. The math is beyond my ability to do in my head, but for example, I think that an unmodified 12+ on 2D has an 8% of success. 7+ is pretty close to 50%. Of course, if a job is really hard you can set the task number at 13, 14 or higher so only the very skilled and very lucky can succeed.

Hope this helps.

Cheers,

Bob W.

Bob, if I understand correctly - you are saying assign a +1 to every variable you think is necessary to the situation? Using your example: sub-standard parts +1, trouble to repair +1, not familiar with product +1 – would increase the target from 7+ to 10+ or 8+ to 11+.

I am coming from years of AD&D 1st and 2nd edition, so I applogize if I am making Traveller too static.
 
So you are saying it is all subjective to the Game Master; however, doesn't Skill ranks usually only go up to level 4?

As you say referee's choise. Some cap at 4, others 6 and others unlimited. Some have natural caps like trader and broker from LBB7.

But like in D&D that is your world, in Traveller it's your universe. :devil:
 
So you are saying it is all subjective to the Game Master; however, doesn't Skill ranks usually only go up to level 4?

There was no official cap in CT. I've had Bk2/S4 characters with skills up to level 6, and Bk4-7 characters with skills up to 7 (one hit level 8 in something, but was a 12 term character).

In fact, only CT, MGT, and T5 have official caps.

I used the DGP task system (which is the same as the MT one) and/or the T2300 one (which is 1d10 instead of 2d6) for CT, before MT came out.
 
One thing I'd point out when looking at CT task resolution is that there are very few modifiers. You can add skill level, add a bonus based on attributes (IIRC, take the attribute and divide by 5, rounding down: there's your DM) and not much else.

I'm afraid the attribute/5 modifier appears in MT. In CT there were no fixed modifiers for any attribute, but were specific for any task. e.g. Str 9 could well give you a +2 in a melee weapons and a 0 in another (IIRC cutlass needed Str A to be modified, and it gave a +2 if so).
 
I never have played Classic Traveller, but is it difficult to manage since each skill has a different DM for the situation? I suspect a player or story master would need to know each skill pretty good to assign a DM penalty or bonus.
 
I never have played Classic Traveller, but is it difficult to manage since each skill has a different DM for the situation? I suspect a player or story master would need to know each skill pretty good to assign a DM penalty or bonus.

Jackal,

It is in the referee's best interest to have an understanding of what each skill is meant to do, so you can keep control of the game. When a player tries using a skill in a way you hadn't thought of, you can let them try it because you have decided on the boundaries of what a skill can or can't do. Being able to set the task numbers helps you in this case, because you control the level of challenge.

You want your players to feel like they can succeed, but there has to be that possibility of failure that creates the tension and enjoyment of the game. This depends partly on the skill levels of your characters. If your PCs are all skill-1 in everything, then maybe task numbers should be a little lower so they still have a statistical chance. This in effect means ignoring all the situational modifiers.

Conversely, if your PCs have skills in the 3-5 range or better, then the situational modifiers can keep up the level of challenge in a more natural way. With a 2D mechanic, even a 1 point DM up or down significantly changes the likelihood of success or failure. The point of the game is to have fun, and challenges that are too easy or too hard both take away from that.

And as others have said, it's your game. Do what's the most fun for your game group.

Cheers,

Bob W.
 
Bob Weaver:
Thanks for the suggestions and insight. I keep forgetting that +1 can mean so much on 2d6 rolls, so thank you for reminding me of that "again".

Thanks again for helping me get introduced to Traveller.
 
I never have played Classic Traveller, but is it difficult to manage since each skill has a different DM for the situation? I suspect a player or story master would need to know each skill pretty good to assign a DM penalty or bonus.

Bob Weaver:
Thanks for the suggestions and insight. I keep forgetting that +1 can mean so much on 2d6 rolls, so thank you for reminding me of that "again".

Thanks again for helping me get introduced to Traveller.

You're very welcome. I've asked a lot of questions on this forum and have always gotten helpful and insightful answers. I hope mine to you have measured up. Ask away, someone here will know how to help!

Cheers,

Bob W.
 
++laugh++ You have created a new monster...I am hooked on Traveller now. I finally see what you are saying about how large a difference the +1 modifier makes.
 
I never have played Classic Traveller, but is it difficult to manage since each skill has a different DM for the situation? I suspect a player or story master would need to know each skill pretty good to assign a DM penalty or bonus.

Most CT GM's faked it most of the time. The specific subsystems in the rules got used by many, but a lot expanded upon those.

Which was not so much a problem for GM's as it was for players who switched GM's.
 
With CT's 2d6 bell-curve the system can break if people start adding on lots of modifiers. Each bonus to a roll is a huge deal. Going from skill level 0 to 1, and from 1 to 2 is a big leap -- perhaps too big. I've often thought there needs to be some intermediate increment between two skill ranks.

One way of tinkering with this is that, before a PC moves from level 0 to 1, whereat he may consistently use a +1 to all such skill rolls, he is entitled to add +1 only intermittently, say, every other skill check, or in other words, not being able to add that +1 on odd attempts. So instead of a progression

0, +1, +2, +3, +4, +5

we have a slower progression. Below the asterisk means intermittent use of the mod:

0, +1*, +1, +2*, +2, +3*, +3, +4*, +4, +5*, +5.
 
I like this idea, would slow down skill progression a great deal, which would extend the need and excitement for the next highest skill, while still maintaining a balance to the game system.

I noticed you said “5*, 5”...I thought the max. skill level was 4.
 
As stated, CT had no Universal Task Mechanic - Refs just had to know, lookup, or make-up.

Mongoose Traveller is based on CT and was originally designed to be largely compatible with it - you might want to check out its system. The free SRD is available at http://www.mongoosepublishing.com/pdf/travdevpack.zip.

With Difficulty DMs, and degree of success/failure levels, level caps are generally un-neccessary (from a 'broken' mechanic standpoint).

IMO, going from just a handful of CT LBBs (non-setting specific) for 20+ years, to MgT , the task mechanic and the expanded chargen (notably events and connections) are its best points.
 
I noticed you said “5*, 5”...I thought the max. skill level was 4.

CT had no maximum level per skill.

After all, there are characters written up with levels higher than 4 in S1: 1001C. 18 characters have level 5, 3 have level 6 (Scout 92, 2 of the "famous characters"), and one of the famous characters has gambling 8....

Several characters in S4: COTI have level 7 (Bureaucrats 9 & 33; scientists 5, 18, & 32, hunter 36), and two have level 8: (scientists 7 & 19).

The highest level NPC broker available for hire is level 4.
 
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