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  • Thread starter Thread starter Prometheus
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I never liked the multiple dice system, and tried alot of different varieties of rules.

Our gaming group came up with a different system, here it is if you like it, I can post all the details.

We don't use the multiple dice rules, but we did come up with a system that works for us.

Ours is a 2d6 system modified by attributes, tools and situation.
The ref decides the level of difficulty, giving a target number.
The ref states what attributes (str/dex/int etc) apply and at what level - ie Str(10) or Edu(8)
The Ref states a flat modifier based upon the situation (raining, foggy, getting shot at...)
The Ref states the base cost in action points.

The players may attempt to perform another task ahead of time to attempt to get a bonus (such as aiming your weapon, or searching the manual to find out how to really fix the engine)

The player may also spend more action points to "take time" and do the job right - or they may "push it" and take a penalty for rushing the job.

Finally the player rolls the dice, adds all the modifiers and compares the result to the difficulty target number.

The final result give the success level of the task.

The success level may then be modified by the skill level of the player character.

We use this system to use a single die roll to determine if you hit in combat, and how much damage is given.

It gives multiple levels of success and failure and the result of one task will influence the next task.

The bonus for any attribute is unique to the task and not generic to all tasks.

Quick Task Synopsys (unformated due to posting)

Task Description
Task Difficulty
Action Point Cost
Controlling Attributes and Levels
Applicable Skills and Minimums
Situational Modifiers

Example
Determine Problem with ATV Engine
Simple - 1800 AP
Int(11) Edu(9) TL[8]
Engineer-0 or Electronics-0 and Mechanical-0
Toolkit-{2}
Standard Environmental

The above example says that determining the problem with the ATV engine is a simple task that will take 1800 action points (3 hrs)
A high Intelligence or Above Average Education will affect the outcome while characters base tech level will cause a problem the farther away from tech level 8 the character is.
It also states that a toolkit with a rating of 2 or better is needed or the task is impossible.
The standard environmental statment means that if the work is being done outside in sub zero temperatures during a blizzard, it will be penalized....While working in a comfortable fully equiped repair bay will have no such penalty.

Once the character rolls the dice and sees the result, they can use the outcome as is, or, use the excess levels of success as a direct reduction in the time spent, or some other applicable benefit.

The difference in our system is that
A) a single die roll can give up to 16 levels of success or failure
B) Skills are used to modify the level of success, not the die roll.
C) Attributes have a base level listed and the bonus (or penalty) equals Attribute - Base level(ie. Task requires Str(10), character has Str(7) so the penalty is -3, a character with str(11) would have a bonus of +1.

Normal Brackets () mean straight +/- calculation

Square Brackets [] Give no bonus, but do give a penalty for every level different from the number indicated.

Parenthesis {} give no bonus or penalty, but, the task is impossible unless the level is reached.

The success level is used for damage calculations as well as any other type of task.

I have the full rules if anyone wants them. They are simpler than my post makes out, and they are fast to play. Our group likes them because they give the players alot of options while keeping things simple.

I always hoped Marc would use somthing like this.

Best regards

Dalton
 
Originally posted by robject:
Yah, he's tied the rules onto the use of N Dice = N Difficulty. Uncertain tasks mean that the referee rolls one or more of those N dice. Characters attempting a task at X Difficulty > Y Skill level get a heavy +2d6 penalty. I'm sure there's more.
That's . . . not good.

To put it mildly.

In fact, that's very bad. :(
 
Originally posted by Dalton:
Our gaming group came up with a different system, here it is if you like it, I can post all the details.

<giant snippage of task system rules>

You wouldn't happen to have the complete version written up and posted somewhere?
 
Originally posted by RainOfSteel:
You wouldn't happen to have the complete version written up and posted somewhere?
I have it as a openoffice document with some embedded tables, done up for quick reference. I can throw it into a better format if there is any interest.

best regards

Dalton
 
I'd like to see it as well, Dalton.


So if you can post it or provide a link that would be great.
 
Originally posted by Sigg Oddra:
I'd like to see it as well, Dalton.


So if you can post it or provide a link that would be great.
Ok,

I will work on it tonight when I get home from work.
I figure it needs some examples written up and maybe some procedures (such as use in character creation and starship operations)
We all know it by heart and only really use one table other than the weapon/armor reference tables.

I will put it up as a pdf, that way almost everybody can see it, but, I do not have any web space to post it on, does anyone have any suggestions?

best regards

Dalton
 
Originally posted by Dalton:
I will put it up as a pdf, that way almost everybody can see it, but, I do not have any web space to post it on, does anyone have any suggestions?
If you don't find a better option, I could put it up on my site. (It's run off my home DSL connection, so it isn't the most reliable site, but it's been good enough for my personal purposes.)

OpenOffice should be able to export it to HTML as well. I wouldn't mind having both PDF & HTML versions.
 
Just on my lunch and I thought I would check in on the forum.

Does anyone else think that the concept of my gaming groups house rules should have it's own thread?

Or is there a better thread to be discussing this on?

best regards

Dalton
 
Originally posted by RainOfSteel:
And the link to that website is . . . (for those of us looking for new places to surf to)
Here's my Traveller page. (& I went ahead & filled in the URL on my CotI profile.)

Originally posted by Dalton:
Does anyone else think that the concept of my gaming groups house rules should have it's own thread?
I think that's worth its own thread.
 
Hi Guys

Since only one or two people are interested, I think that the subject is not interesting enough to fill it's own subject.
I have some of the charts converted and I am working on the weapons charts.
That is the heart of the system, as the weapons/effects charts combined with the success levels actually tell you what happened.

Everybody who is interested, private message me and I will get the stuff to those who are interested.

best regards

Dalton
 
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