Supplement Four
SOC-14 5K
You're right, on that account. I nabbed that chart from a discussion about UGM, and I had posted stats without the influence of the Natural Ability mod, which you have used here.Originally posted by TheEngineer:
But I would like to ask to check the charts.
E.g. a difficult task in UGM requires a 10+ (Skill-2/Stat-7). Any throw 7+ would succeed here resulting in a probabilty of 58% (not 42%). Or am I wrong here ?
I probably should have used a chart that includes the mod (increase by one point every value that is equal to stat or below).
As I've said before, UGM provides numbers that are very close to MT, and in some cases exactly--but not always. If they're off, they're usually only off by one point (depending on the huge impact MT gives to high level stats).
It took a while, but I put together another chart to compare probabilities, resulting in some general statements:
Cool, love to see it. You're comparing against plain vanilla MT?
That's great--I designed UGM to give approx. numbers that MT gives. I didn't want those probabilities changed too much.- for low stat characters (below 5) life is a little more easy with UGM
- for mid stat characters (5-9) life is more easy in UGM (routine things) and just the same as MT for more difficult ones
- for high stat characters (A-F) life is pretty similar in MT and UGM in the whole range
I only wanted to add the differences between stat.
Looks like your numbers are saying the same thing mine are saying--I guess we're just looking at them differently.
I think the fixes to MT (the Stat/5 groups....the slightly lower probs at the higher levels of stat...things I've been talking about) that UGM provides are completely worth it.
Otherwise, I'd just use MT.
Absolutely. You've just touched on one of the biggest problems with MT.Well, here taste thing becomes obvious.
To me "lessen stat impact" is also represented by generalizing the stat boni over stat ranges. This is done via the stat DIV 5 rule and results into the thing, that a skill-2/stat-5 person is just as good as a skill-2/stat-9 person![]()
A Stat-9 person has the same exact roll as a Stat-5 person.
If we're talking about INT, then we're saying that a INT-9, with almost twice the IQ, has the same chance of figuring a problem as a INT-5 person (given that all other factors are equal...like skill).
If we're taking about STR, then we're saying that a STR-9 character, who is strong enough to carry almost twice as much weight as a STR-5 character, has the exact same chance of success as the STR-5 character in breaking down a door.
That's crazy.
A SOC-9 character, obviously upper middle class or lower upper class, has the eact same chance of success at making (insert roll based on Social Standing) than a SOC-5 character, who is lower middle class or upper lower class.
Again, there's a problem with that.
Somebody who has almost twice the education, EDU-9 vs. somebody EDU-5, has the exact same eduction based roll eventhough, clearly, one is superior in the education department.
This is what I've been talking about.
This is UGM "competitive advantage" over MT (to reference your suggestion that UGM be "marketed" by showing it's strengths over MT).
UGM provides a DIFFERENCE between these characters.
That's what UGM "fixes" about MT.
That's why UGM is a superior system.
Which is the strongest argument "for" UGM. It's just as easy to use as MT, and it provides more benefit without extra fuss.Yep. UGM differentiates stat values, but as I described only in a narrow band.
If you go to the store, and a PIII computer and a PIV computer are there for the same price, why buy the PIII?