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Static task DM

I put this list of skills from CT CD and JTAS CD. I also tried to list a mention of of die rolls. I have to say this should have been fixed before MT came out. I love CT but the task system is so broken. I ll have to drop all the rolls in the official rules. I think I ll use the BITS conversion range and give players DMs based off it. But I now know all the skills in one place. If anyone can add to the list from none GDW sources please add.


Skills
Rolls
Administration
7+ , -3 no experience, +2 if Experienced
Air Raft
5+ with + 1 with experience, -1 without
ATV
No roll to use +11 for break down
Bribery
First reaction table than 5+ -1 no experience
Computer
7 exact will mean flaw 5- a negative modifier
Electronics

Engineering
+2 per skill level
Forgery
6+ with +2 per skill level for detection
Forward Observer
11+ to hit +4 per level of experience, +1 per turn, -4 if no experience
Gambling
9+ public 8+ private +1 per skill level, 2 will lose,
crook game at 10+ skill level 3 detects
Gunnery

Jack of All Trade
Gives skill level 0 in every skill
Leader
Reaction roll with +1 per level, 3 or better follow without hesitation skill level 4 recruit
Mechanical

Medical
Medical +1 medic
Medic 2 Dm +1 to revive passage 5+
Medic 3 Doctor
Medic 3 Dex 8 surgeon
Xeno Medicine
Medical -2 to treat aliens
Navigation
+1 mod per level
Pilot
Pilot large craft ship boats at -1
Ship Boats
10+ to avoid contact 8+ to avoid being hit Dm +2 per skill level , +9 to land safely +2 per level over 1
Steward

Streetwise
For underground details 5-9+ D-5 DM if no streetwise
Tactics

Vehicle

Vacc Suit
10+ to avoid hazards, +4 per level of experience. When hazards occurs 7+ to remedy +2 per level of skill No experience -4
Battle Dress
7+ to avoid mishaps -2 per vac suit
Combat Engineering

Demolition
Throw of 10+ to avoid the mishap -2 per skill level
FA Gunnery

Gun Combat

Heavy Weapon

Instruction
Learning 9+ +1 for int 8+ +2 for int 10+
Interrogation

Recon

Recruiting

Survival

Zero G Combat
Roll 10+ on two dice to avoid losing control. Apply the following DM's: Firing a weapon: -4. Firing a low-recoil (Zero-G) weapon: -2. Using a
handhold: +5. Striking with a blade weapon, pole-arm, fist or similar: -6. Wearing battle dress: +2per level of Battle Dress skill. Note that laser weapons have no recoil. For each level of Zero-G Combat expertise: +4. Dexterity of 9+: +2.Dexterity of 11+: +4. Using a handhold reduces dexterity for the purposes of weapon accuracy b y f o u r .
Individuals who lose control may not fire until they have reoriented themselves, and regained control. Roll 10+ each sub- sequent combat round to regain control, with all DM's above in use except that hand- holds may not be used nor may weapons be fired.

Carousing
+1 roll on reaction/Patron table
Communications

Fleet Tactics

Gravitics

Gunnery

Liaison
Reaction table skill roll modifier
Ship Tactics

Broker

Equestrian

Hunting

Naval Architect

Survey

Robotics

Robot Operation

Legal
7+ to clear inspection +1 for every level of legal, or 2 levels of admin -5 if illegal cargo
Melee Combat

Trader
Every 2 levels of trade re-roll die on trade table
Brawling
 
I would have sent it across as a file but I couldnt see how to attach a file to the forum. If anyone wants a pdf table format let me know
 
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.

That is the main reason why I prefer Mongoose Traveller over Classic Traveller. CT DMs are all over the place and require constant table/book checking.

MGT has a simple task system that can be used for any eventuality and its just a matter of applying some common sense. I never actually played many games with CT and I can completely appreciate, now that I am refereeing some games, why MGT is becoming so popular for a Traveller resurgence.

My honest suggestion is - get the MGT core rulebook and forget CT I am sorry to say. I love CT but I couldn't honestly advise trying to play it now that MGT is out. It was the original and it lives in my heart but if you are actually planning to play the game with friends as opposed to playing the game solo (creating things and doing mock battles etc) you really need to get MGT.
 
After making the list of skills I noticed a whole lot problems. I have decided to fix things in my eyes. This is my non-combat skill rolls rules. I am also working on skill advancement and a condensed skill list.

2. Non-Combat Skill Rolls

There are three types of skill rolls combat and non-combat and reaction skill rolls. This section deals with non-combat rolls. Combat Skill rolls and Reactions reaction rolls are covered under the respective sections. To simplify matters the game will use trained and untrained skills. Trained skills are those skills that the character has one or more skill levels. Untrained is where a character has no skill levels. Anyone can make an untrained roll. These skills are modified by several different modifiers.
A. Trained Skills: Base throw is an 8+ on 2D6 These rolls are modified as shown below.
B. Untrained Skills: Base throw of 10+ on 2D6 These rolls are modified as shown below.
C. Opposed Rolls: From time to time players may encounter a situation were they must go directly against another character or NPCs. These are opposed rolls. The base throw is determined as normal for the character initiating the action. At this point the characters skills and attributes are compared. Starting with skills subtract the opposing character's skill modifier from the initiating character skill modifier. The same process is used to determine the opposing attribute skill modifiers. This new skill land attributes levels are used to calculate opposing skill modifiers. Other modifiers are added as below.
D: Attributes Modifiers: Each skill on the skill table has a related attribute. For every 2 points over 6 a character has in the base attribute the player receives a +1DM. For every 2 points below 6 they receive a -1DM
E: Skill Modifiers: For every skill level over 1 a player gets a +1DM
F: Situation Modifiers: Are modifies based on the environment surrounding the activities. The maximum modifier per roll is +/-3DM.
G: Role Playing Modifiers: Are modifies based on the activities of players and NPCs surrounding the activities. The maximum modifier per roll is +/-3DM.
H: Critical Failure: Regardless of modifiers if a 2 is rolled the action is a critical failure.

3. Example of Play:
Ivan is a chauffeur for a rich old lady. As he is driving her he realizes there are three cars moving to surround him and the lady. They are out to kidnap the old lady. He decides to lose them because a fight with 3+ people is out of his league. Ivan has a Dexterity of 10 and Driving Ground Car 5. He Isn't called the "Driver" for nothing.

The game master and the players agree to break the action down into three phases, the
first is to see if the player can out drive the pursers, followed by the get away. Finally if the PC fails to get away than the NPCs can try and trap him again. The GM gives each driver 2 skills levels and drive A has Dex of 6, B of 8 and C of 4. The first roll is an opposing roll, the second one is an unopposed train skill roll with the last will be an opposed roll for each NPC. The process continues till Ivan gets away from all the drivers or till he is trapped and the NPC forces him to hand over his passenger.
The first opposed skill check is made against each driver. Since Ivan is a trained driver he has a base throw of 8. Next the modifiers are calculated. Since the pursers have the same skill level that's easy to calculate. Ivan with his skill level of 5 has a DM +4 the NPCs drive of 2 gives them a DM +1 so Ivan's oppose skill modifiers is is +4-+1 for +3DM. The attributes roll takes a bit longer to do. Ivan's Dex 10 is a +2DM. His oppose attributes against each driver is as follows. Drive A: Dex 6 gives him/her +0DM so a +2DM for Ivan against him. Driver B: with a Dex of 8 he has a +1DM so Ivan only has a +1 vrs him. Driver C with a Dex of 4 is the weak driver with an actual -1DM giving Ivan a +3DM. The final numbers fall this way.
Against Driver A 8+ Skill modifier +3DM + Attribute modifier +2DM = +5DM
Driver B 8+ Skill modifier +3DM + Attribute modifier +1DM = +4DM
Driver C 8+ Skill modifier +3DM + Attribute modifier +3DM = +6DM
Next the GM assigns the situation modifiers. Its a crowed night street so the GM gives a -1 for the night and -2 for the crowed streets. The player bets on his skill and does not come up with a role playing modifier.
Driver A modifiers +5-2-1 or +2DM roll 7+2DM=9 He out maneuvers Driver A
Driver B modifiers +4-2-1 or +1DM roll 8+1DM=9 Driver B was a bit harder to get away
Driver C modifiers +6-2-1 or +3DM roll 6+3DM=9 Again a bit harder but he manages to get out of the trap.
He then attempts to get away. This is an unopposed roll of 8+ +4DM skill and attribute of +2DM -1DM for the darkness and -2DM for the busy streets. Roll 2+4+3-2-1=6 this would be a failure but the roll of 2 is a critical failure. The crowed streets just dont give him a speedy exit. The bad guys attempt to trap him again. Driver A roll roll 9-3-2-3=1. Driver B seeing A's failure attempts to use a bystander's car to help trap him so the GM gives a +1 role playing modifier. Roll 7-3-1-3+1=1 His trick fails and sends the mother in the van flying off the road. A critical failure could have sent him flying off the road with her. Driver C roll 8-3-5-3=-1 Driver C never stood a chance and will probably be fired.
Since all the opposition failed to trap him again the GM rules Ivan gets away.
 
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