• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

The Universal Game Mechanic (revised)

One problem: if you change the Difficulties into MT-style target numbers, you'll have to change the Spectacular Success/Failure rules as well (as they are based on difficulty DMs). Any idea about how to do this?
 
One problem: if you change the Difficulties into MT-style target numbers, you'll have to change the Spectacular Success/Failure rules as well (as they are based on difficulty DMs). Any idea about how to do this?
 
Originally posted by Employee 2-4601:
One problem: if you change the Difficulties into MT-style target numbers, you'll have to change the Spectacular Success/Failure rules as well (as they are based on difficulty DMs). Any idea about how to do this?
I saw that you did that on your revised doc. You didn't like the standard 8+ roll?

I kinda like the simplicity.

Since we're rolling lower on the stat (the "official" way to do SS/SF), it won't be easy to invert that for rolling higher-than.

My suggestion would be to keep the SS/SF rules the way they are (rolling lower) and just keep in mind the bonus/penalities associated with difficulty level. When you do a task, though, you can use the MT numbers.
 
Originally posted by Employee 2-4601:
One problem: if you change the Difficulties into MT-style target numbers, you'll have to change the Spectacular Success/Failure rules as well (as they are based on difficulty DMs). Any idea about how to do this?
I saw that you did that on your revised doc. You didn't like the standard 8+ roll?

I kinda like the simplicity.

Since we're rolling lower on the stat (the "official" way to do SS/SF), it won't be easy to invert that for rolling higher-than.

My suggestion would be to keep the SS/SF rules the way they are (rolling lower) and just keep in mind the bonus/penalities associated with difficulty level. When you do a task, though, you can use the MT numbers.
 
Done

in PDF even...
 
Many thanks! Could you please send me the MSWORD version (if you have it, that is); I can't edit PDF on my computer?
 
Many thanks! Could you please send me the MSWORD version (if you have it, that is); I can't edit PDF on my computer?
 
Here's a summery of the UGM that I gave in the new Task System discussion thread:

"Simply pick a skill, a characteristic and a difficulty DM; roll 2D plus/minus the DM and plus the skill; if the 2D roll (before any modifications) is below the characteristic or equal to it, add another +1 DM; if the new total is 8+, you succeed; if the new total is 7-, you fail. That's the UGM. Hell, you could even forget about difficulty names (routine, standard etc) and write your "task profile" as a skill, attribute and difficulty DM, i.e. Computer/INT/-2."
 
Here's a summery of the UGM that I gave in the new Task System discussion thread:

"Simply pick a skill, a characteristic and a difficulty DM; roll 2D plus/minus the DM and plus the skill; if the 2D roll (before any modifications) is below the characteristic or equal to it, add another +1 DM; if the new total is 8+, you succeed; if the new total is 7-, you fail. That's the UGM. Hell, you could even forget about difficulty names (routine, standard etc) and write your "task profile" as a skill, attribute and difficulty DM, i.e. Computer/INT/-2."
 
Originally posted by Employee 2-4601:
That's the UGM. Hell, you could even forget about difficulty names (routine, standard etc) and write your "task profile" as a skill, attribute and difficulty DM, i.e. Computer/INT/-2."
I like that. I like that alot.

How many times have arguments been made for "what is difficult" and "if it's Impossible, then why does my character even have a chance of succeeding".

Just writing the a skill the way you have just suggested "AutoPistol/DEX/+4" seems to fit CT like a glove imo.

I like the idea of getting rid of the (MT influenced) task descriptors.

Just have skill, a governor stat, and a task modifier, and you're done.

The only reason I can see for task difficulty tags, though, is that it helps a GM assign a modifier (picking +4 when something is "simple" to do...or using +0 on everyday, "standard" difficulty tasks).

I sure like the simplicity of what you've suggested, though.

You've just added to UGM.

I'm going to put that in my official write-up (whevenever I get around to writing it up--I'm waiting for a lot of play testing....and my personal game is going slow....second game this Thursday.)
 
Originally posted by Employee 2-4601:
That's the UGM. Hell, you could even forget about difficulty names (routine, standard etc) and write your "task profile" as a skill, attribute and difficulty DM, i.e. Computer/INT/-2."
I like that. I like that alot.

How many times have arguments been made for "what is difficult" and "if it's Impossible, then why does my character even have a chance of succeeding".

Just writing the a skill the way you have just suggested "AutoPistol/DEX/+4" seems to fit CT like a glove imo.

I like the idea of getting rid of the (MT influenced) task descriptors.

Just have skill, a governor stat, and a task modifier, and you're done.

The only reason I can see for task difficulty tags, though, is that it helps a GM assign a modifier (picking +4 when something is "simple" to do...or using +0 on everyday, "standard" difficulty tasks).

I sure like the simplicity of what you've suggested, though.

You've just added to UGM.

I'm going to put that in my official write-up (whevenever I get around to writing it up--I'm waiting for a lot of play testing....and my personal game is going slow....second game this Thursday.)
 
Back
Top