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The Three Major Mechanics of T5

T5 Commentary....



Looking through T5, getting more familiar with the game (the better understanding I have of it, but better rules I can write and suggest for the combat chapter), I see that the game is, largely, comprised of three major mechanics.

A character expresses his self and interacts with the game world in two ways. The first is by the multi-dice task system. The second is through the use of the Characteristic Checks (roll 1D, 2D, or 3D for Stat or less).

I was a bit surprised seeing that second system contained in the rules as, in the past, I've seen (and expected to see here), the task system be the only method used for a character to make a task. Earlier Traveller editions with task systems used the task system to make attribute checks.

But, here, in T5, there are two, very different systems. One is multi-faceted and complicated: The T5 Task System with all its bells and whistles and options. The other is very simple: The Characteristic Check system, which is usually a simple 2D throw for a Stat or less.

I mentioned three major mechanics systems in the Subject, and the third system used pervasively in T5 is the Flux system and its variants. Flux usually isn't used as an end to itself (although it can be) but rather a codified method of developing modifiers for the other two systems.

Thus, in order to understand T5 gameplay, one must master all three systems:

1. The T5 Task System.

2. Characteristic Checks.

3. Flux


Understanding all three of these mechanics--how they are used in the game--will go a long way in helping you understand just about any section of the T5 Core Rulebook.

Once I realized this, I started to see the three mechanics all over the place. Flux, though not named as such, is the mechanic used to figure a target's apparent size--a modifier to the Ranged Combat Task. The QREBS system is based on Flux. Hit Location in the Combat System is, as it stands with the current draft, based on Flux. Character Life Events and the BTSD system are both based on Flux.

Characteristic Checks are used all through Character Creation, sometimes called Risk and Reward or Civilian Life rolls. I've also seen Characteristic checks pop up in Marc's new T5 Combat Draft. Plus, in the section describing the checks, there is a large range of opportunities for a character to make a Characteristic Check in the game--lots of examples.

And, of course, the T5 task system is quite prevalent, covering just about any situation involving a skill.

If you want to have your character do something in a T5 game, most likely, whatever it is you need to do, will be accomplished by using some version of one of these three base mechanics.
 
While Characteristic checks can be useful, they should be more of a fall-back to use if a regular task is not appropriate for some reason. Why to a Char check on Int or Edu for someone applying first aid when it's most appropriately covered by a task using the Medic skill? Task first, Char later.
 
Characteristic checks are uncommon but useful. "Check INT to solve the classic Vilani Dukurshaa Riddle..."
 
Characteristic checks are uncommon but useful.

Maybe that's how you run your game, but I get the impression, from the examples in the book, that characteristic checks are intended to be used quite a bit. Not as much as the task system, but more than what you are saying.

Straight from the book, here are some suggestions for using the characteristic check....

-- Spacer Fenric Cayne 68A999 is loading cargo on a Free Trader. One especially large container is blocking a floor access panel. He puts his shoulder to the load and tries to move it. The Referee says Check Strength. The player rolls 2D, succeeding on a 6 or less, failing on a 7 or more.

-- If a character risks losing his balance, then roll 2D for C2 or less.

-- In order to change elevation by grabbing, holding, and pulling oneself upward or downward, check half Dexterity.

-- Throwing something at a target is a C2 check.

-- Whenever a character attempts fine manipulation, such as operating very small controls or inserting parts into a mechanism, check Dex.

-- Whenever a character engages in physically exhaustive work, like running a great distance or moving heavy loads, check C3.

-- For shot distance running, make a half-End check.

-- For long distance running, make a 3D End check.

-- When a character attempts to solve a puzzle, make a INT check.

-- When a character is confronted with the need to find out basic facts, check EDU.

-- When attempting to bluff, throw Soc or less on 2D, unless your target uses the Charisma attribute. If so, throw 2D for half Soc.

-- If the check requires a blend of Int and Edu, then pick one attribute as the dominate characteristic and half the other. Then throw 2D or less on that result.

-- Let's not forget, it's used quite a bit in the Character Generation sequences, too.




That's a lot of situations where it is suggested that Characteristic checks be used. And, some surprise me. I'd expect the Bluff roll to be a task roll, but it apparently is a simple check against Soc in T5.

The examples are quite broad. This suggests to me that the characteristic check in T5 is intended to be use quite often.
 
To add to the above, the Personal checks (starting on Page 185) also use the xD or less system. They're just like Characteristic Checks.


OH..and the Senses rules use the same system, too. Page 197.
 
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OH..and the Senses rules use the same system, too. Page 197.

Really? To me, the senses just use the T5 task system.

See, maybe you're just looking at it differently. The target number can be assembled from whatever the controlling thingies are.

For example, for senses, the controlling constant is the sense strength.

For skilled tasks, the control is the skill plus a characteristic.

For computers, the control is the TL.

This sort of swappability is nice.

But these are all still part of the T5 task system. Difficulty is still multiple dice, roll under target.


Now having said that, I consider characteristic checks to be UNLIKE the T5 task system... however, having to reconsider it, I realize that it's just a skill-less target number, a variant of the typical skilled task.
 
Really? To me, the senses just use the T5 task system.

I see your point. The two systems are similar. I consider the task system to have more fiddly bits--more modifiers and math. The other is just a single target number with a number of dice, rolling that number or less.

If I'm rolling 2D for Str or less, or if I'm rolling 3D for a Sense number or less, I consider that easy and a pretty close type of system. A check.

If I'm rolling xD for a target number that is created by adding characteristic and skill, plus a mod for Speed, then subtracting Range from size, and using that result as a modifier, too, I consider it task system.
 
I consider the task system to have more fiddly bits--more modifiers and math. The other is just a single target number with a number of dice, rolling that number or less.

Ah... yes. I do see it the other 'way 'round -- I see the task system as the basic dice-under-target roll. The combat system to me is a mutated form of the task system. The reason I think that is because most uses of xD in T5 don't have that much crunch. That much fiddliness unsettles me. But, I understand that personal combat is quite personal to the players, so they need a lot of control over their risks.
 
Maybe that's how you run your game, but I get the impression, from the examples in the book, that characteristic checks are intended to be used quite a bit. Not as much as the task system, but more than what you are saying.

Straight from the book, here are some suggestions for using the characteristic check....

This is a good feature. Characteristic checks may come up for issues that are completely independent of training but are just numerical physics applied to a character's physical traits (and general mental traits).

The Basic RolePlaying system also has rules like that in addition to a heavily skill-centered sheet with percentile values composed of a base % plus training. For example, you could do STR-vs-STR wrestling checks. If the STRs were equal, there was a 50% chance but it would be modified by 5% for every point of difference in STR, in favour of the stronger character.
 
For skilled tasks, the control is the skill plus a characteristic.
I've never believe in that. Except for a few special cases, an attribute is no substitute for skill. A high attribute makes it easier to acquire the skill, but if you're ignorant about a subject, your intelligence won't magically provide the knowledge. If you've never thrown a boomerang, no amount of dexterity will allow you to throw it, and I really don't think any amount of dexterity and intelligence will make someone an adequate surgeon.

At best you can, with some skills, derive a default, so that the attribute bonus 'serves as' skill minus 1 or 2 or 3.


Hans
 
Really?

I had no trouble throwing my toy boomerang as a kid.

Catching was another kettle of fish entirely.

So what was I using?

No skill, since I just found it lying around...

Dexterity? maybe?

:p
 
My take on this is that T5 has basically one unified task system: roll under the target number with number of dice determining difficulty.

Flux is adopted instead of 2D for tables and instead of 2D-7 for UWP generation. Flux is an aesthetic rather than mechanical change - but an important aesthetic change because it signals a simplified bell curve with zero being the most common, +1 and -1 being next most common, and so on. Every table now has a visual representation of "average" results and less common results.

The "Characteristic Check" is pulled out separately from the overarching task system because it's not subject to the TIH! rule in particular and is for situations where no particular skill applies. It allows for a smoother flowing game ("Check Hard INT" instead of Difficult (3D) < INT) in terms of language.

Combat simply implements the T5 task system for combat by throwing in relevant modifiers. This is pretty standard for RPGs nowadays, isn't it? A task-based system for combat that directly correlates with non-combat tasks?
 
My take on this is that T5 has basically one unified task system: roll under the target number with number of dice determining difficulty.

When taken with a comment from another thread that this system was first considered before the development of MT, all this makes sense. Even if it wasn't, the mechanics all still make sense. The elegant thing about them is the introduction of consistency through the range of possible skill tests. The retention of a Char check is also very neat, for the reasons Onjo laid out.


Evolve to T5.
 
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