• 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.

Two UTP questions...

If I wanted to emulate a CT task that asks for a 8-10 throw, what's the best way to handle this?

Should I designate a simple routine and just use a Referee's note and give a negative DM modifier of 1-3 respectively? Keep everything else the same. or

Should I make up new routine categories? Unless I make up a routine category for every number I'll still have gaps when trying to convert.

I hope this question makes sense...

Also, My understanding with a standard task is that , unless you fumble, an exceptional failure just forces you to roll a determination check and if you fail the task increases in difficulty.If not you can retry without penalty.

First of all, I assume you add End and Int together and divide by 5 right?

Second, if I fail the det. check do I have to keep trying the task or can I just quit so as to not risk a fumble attempt?

I assume you can keep trying until you drive the task beyond formidable and didn't fumble right?


Thanks

Blue
 
If I wanted to emulate a CT task that asks for a 8-10 throw, what's the best way to handle this?

Should I designate a simple routine and just use a Referee's note and give a negative DM modifier of 1-3 respectively? Keep everything else the same. or

Should I make up new routine categories? Unless I make up a routine category for every number I'll still have gaps when trying to convert.

I hope this question makes sense...

Also, My understanding with a standard task is that , unless you fumble, an exceptional failure just forces you to roll a determination check and if you fail the task increases in difficulty.If not you can retry without penalty.

First of all, I assume you add End and Int together and divide by 5 right?

Second, if I fail the det. check do I have to keep trying the task or can I just quit so as to not risk a fumble attempt?

I assume you can keep trying until you drive the task beyond formidable and didn't fumble right?


Thanks

Blue
 
If I wanted to emulate a CT task that asks for a 8-10 throw, what's the best way to handle this?

Should I designate a simple routine and just use a Referee's note and give a negative DM modifier of 1-3 respectively? Keep everything else the same. or

Should I make up new routine categories? Unless I make up a routine category for every number I'll still have gaps when trying to convert.

I hope this question makes sense...

Also, My understanding with a standard task is that , unless you fumble, an exceptional failure just forces you to roll a determination check and if you fail the task increases in difficulty.If not you can retry without penalty.

First of all, I assume you add End and Int together and divide by 5 right?

Second, if I fail the det. check do I have to keep trying the task or can I just quit so as to not risk a fumble attempt?

I assume you can keep trying until you drive the task beyond formidable and didn't fumble right?


Thanks

Blue
 
Personally, I'd suggest just deciding whether you consider the action to be Routine or Difficult and go with it from there. No need to add extra complications, unless you just want to.

Of course, that's my opinion, and while it works for me, it may not work for everyone.

Also, you could check out the BITS task system in Stellar Reaches or one of the BITS products, as there's a slightly different approach to resolving difficulty checks for CT vs MT's numbers.

Hope this helps,
Flynn
 
Personally, I'd suggest just deciding whether you consider the action to be Routine or Difficult and go with it from there. No need to add extra complications, unless you just want to.

Of course, that's my opinion, and while it works for me, it may not work for everyone.

Also, you could check out the BITS task system in Stellar Reaches or one of the BITS products, as there's a slightly different approach to resolving difficulty checks for CT vs MT's numbers.

Hope this helps,
Flynn
 
Personally, I'd suggest just deciding whether you consider the action to be Routine or Difficult and go with it from there. No need to add extra complications, unless you just want to.

Of course, that's my opinion, and while it works for me, it may not work for everyone.

Also, you could check out the BITS task system in Stellar Reaches or one of the BITS products, as there's a slightly different approach to resolving difficulty checks for CT vs MT's numbers.

Hope this helps,
Flynn
 
Originally posted by Blustar15:
Should I designate a simple routine and just use a Referee's note and give a negative DM modifier of 1-3 respectively? Keep everything else the same. or
I wouldn't even go that way, necessarily. Just consider the task and decide yourself if you think it is difficult or routine. Generally something requiring a 10, I'd call difficult, something requiring an 8, routine. Realizing the character almost always has assets that apply and lower the number, opting to pick a higher result is defensible as well.

Should I make up new routine categories? Unless I make up a routine category for every number I'll still have gaps when trying to convert.
The DGP designers considered task levels 3 apart (vs 4), but thought it gave too many levels.

You should not be a slave to the minutiae of the old game, IMO. Go for the feel - was the task easy or hard?

Also, My understanding with a standard task is that , unless you fumble, an exceptional failure just forces you to roll a determination check and if you fail the task increases in difficulty.If not you can retry without penalty.
A Hazardous or Fateful task gives you some reasons to be concerned, but with a standard task, determination is probably the only deterrent. Just think of it: If you have a stuck door, you don't have to (like in some silly games) wait a level to try again... you can keep shoving on it until you tire out, hurt yourself, or it opens.

First of all, I assume you add End and Int together and divide by 5 right?
More generally, any characteristic asset is taken, divided by five, and rounded down THEN added to any other assets (if the assets don't have an "or" between them).

So, for instance:

To impress a prospective mate, Difficult, STR or INT, carousing.

In this instance, you'd take STR/5 round down as an asset OR INT/5 round down as an asset.

Or:

To climb a mountain, Difficult, STR, END, Hazardous.

In this case, you'd use STR/5 round down plus END/5 round down.

So if your UPP was 7AAA57, for these two cases you would respectively have a +2 (the better stat is INT, and A/5 = 2.0) and +3 (STR/5 round down yields 1 *and* END/5 yields 2).

Second, if I fail the det. check do I have to keep trying the task or can I just quit so as to not risk a fumble attempt?
You can quit, I think. I rarely use the determination task. Most of the sorts of tasks people roll are of the 'in the moment' variety, so it works or doesn't and the moment is past.

For longer term things, I kind of follow a strategy similar to what they do for Research in the MT Ref's companion - I break down a large task into smaller task milestones and let the characters move through them. This doesn't pin everything on one all or nothing roll as much. And if one stage takes longer, that can add drama...

The thing to remember with MT is this: You can almost play without a rulebook due to the task system. You *can* have (I do) a catalog of tasks, but you can equally easily make them up on the fly...

"Bob: My character leaps from the grav cycle onto the back of the grav flatbed."
GM: <Thinking> "Okay, then you need to roll a Difficult task, with your DMs being your DEX and any Sport cascade that might involve balance or acrobatics. I don't think you have any of the latter. The task will be both Fateful and Hazardous. There will be a +2 difficulty DM for difference in speeds... End result, due to your 9 Dex, you need an 11 minus 1 for Dex plus two for speed difference yields a 12. Roll well!"

I assume you can keep trying until you drive the task beyond formidable and didn't fumble right?
Sounds about right. This simulates you getting tired out or discouraged.
 
Originally posted by Blustar15:
Should I designate a simple routine and just use a Referee's note and give a negative DM modifier of 1-3 respectively? Keep everything else the same. or
I wouldn't even go that way, necessarily. Just consider the task and decide yourself if you think it is difficult or routine. Generally something requiring a 10, I'd call difficult, something requiring an 8, routine. Realizing the character almost always has assets that apply and lower the number, opting to pick a higher result is defensible as well.

Should I make up new routine categories? Unless I make up a routine category for every number I'll still have gaps when trying to convert.
The DGP designers considered task levels 3 apart (vs 4), but thought it gave too many levels.

You should not be a slave to the minutiae of the old game, IMO. Go for the feel - was the task easy or hard?

Also, My understanding with a standard task is that , unless you fumble, an exceptional failure just forces you to roll a determination check and if you fail the task increases in difficulty.If not you can retry without penalty.
A Hazardous or Fateful task gives you some reasons to be concerned, but with a standard task, determination is probably the only deterrent. Just think of it: If you have a stuck door, you don't have to (like in some silly games) wait a level to try again... you can keep shoving on it until you tire out, hurt yourself, or it opens.

First of all, I assume you add End and Int together and divide by 5 right?
More generally, any characteristic asset is taken, divided by five, and rounded down THEN added to any other assets (if the assets don't have an "or" between them).

So, for instance:

To impress a prospective mate, Difficult, STR or INT, carousing.

In this instance, you'd take STR/5 round down as an asset OR INT/5 round down as an asset.

Or:

To climb a mountain, Difficult, STR, END, Hazardous.

In this case, you'd use STR/5 round down plus END/5 round down.

So if your UPP was 7AAA57, for these two cases you would respectively have a +2 (the better stat is INT, and A/5 = 2.0) and +3 (STR/5 round down yields 1 *and* END/5 yields 2).

Second, if I fail the det. check do I have to keep trying the task or can I just quit so as to not risk a fumble attempt?
You can quit, I think. I rarely use the determination task. Most of the sorts of tasks people roll are of the 'in the moment' variety, so it works or doesn't and the moment is past.

For longer term things, I kind of follow a strategy similar to what they do for Research in the MT Ref's companion - I break down a large task into smaller task milestones and let the characters move through them. This doesn't pin everything on one all or nothing roll as much. And if one stage takes longer, that can add drama...

The thing to remember with MT is this: You can almost play without a rulebook due to the task system. You *can* have (I do) a catalog of tasks, but you can equally easily make them up on the fly...

"Bob: My character leaps from the grav cycle onto the back of the grav flatbed."
GM: <Thinking> "Okay, then you need to roll a Difficult task, with your DMs being your DEX and any Sport cascade that might involve balance or acrobatics. I don't think you have any of the latter. The task will be both Fateful and Hazardous. There will be a +2 difficulty DM for difference in speeds... End result, due to your 9 Dex, you need an 11 minus 1 for Dex plus two for speed difference yields a 12. Roll well!"

I assume you can keep trying until you drive the task beyond formidable and didn't fumble right?
Sounds about right. This simulates you getting tired out or discouraged.
 
Originally posted by Blustar15:
Should I designate a simple routine and just use a Referee's note and give a negative DM modifier of 1-3 respectively? Keep everything else the same. or
I wouldn't even go that way, necessarily. Just consider the task and decide yourself if you think it is difficult or routine. Generally something requiring a 10, I'd call difficult, something requiring an 8, routine. Realizing the character almost always has assets that apply and lower the number, opting to pick a higher result is defensible as well.

Should I make up new routine categories? Unless I make up a routine category for every number I'll still have gaps when trying to convert.
The DGP designers considered task levels 3 apart (vs 4), but thought it gave too many levels.

You should not be a slave to the minutiae of the old game, IMO. Go for the feel - was the task easy or hard?

Also, My understanding with a standard task is that , unless you fumble, an exceptional failure just forces you to roll a determination check and if you fail the task increases in difficulty.If not you can retry without penalty.
A Hazardous or Fateful task gives you some reasons to be concerned, but with a standard task, determination is probably the only deterrent. Just think of it: If you have a stuck door, you don't have to (like in some silly games) wait a level to try again... you can keep shoving on it until you tire out, hurt yourself, or it opens.

First of all, I assume you add End and Int together and divide by 5 right?
More generally, any characteristic asset is taken, divided by five, and rounded down THEN added to any other assets (if the assets don't have an "or" between them).

So, for instance:

To impress a prospective mate, Difficult, STR or INT, carousing.

In this instance, you'd take STR/5 round down as an asset OR INT/5 round down as an asset.

Or:

To climb a mountain, Difficult, STR, END, Hazardous.

In this case, you'd use STR/5 round down plus END/5 round down.

So if your UPP was 7AAA57, for these two cases you would respectively have a +2 (the better stat is INT, and A/5 = 2.0) and +3 (STR/5 round down yields 1 *and* END/5 yields 2).

Second, if I fail the det. check do I have to keep trying the task or can I just quit so as to not risk a fumble attempt?
You can quit, I think. I rarely use the determination task. Most of the sorts of tasks people roll are of the 'in the moment' variety, so it works or doesn't and the moment is past.

For longer term things, I kind of follow a strategy similar to what they do for Research in the MT Ref's companion - I break down a large task into smaller task milestones and let the characters move through them. This doesn't pin everything on one all or nothing roll as much. And if one stage takes longer, that can add drama...

The thing to remember with MT is this: You can almost play without a rulebook due to the task system. You *can* have (I do) a catalog of tasks, but you can equally easily make them up on the fly...

"Bob: My character leaps from the grav cycle onto the back of the grav flatbed."
GM: <Thinking> "Okay, then you need to roll a Difficult task, with your DMs being your DEX and any Sport cascade that might involve balance or acrobatics. I don't think you have any of the latter. The task will be both Fateful and Hazardous. There will be a +2 difficulty DM for difference in speeds... End result, due to your 9 Dex, you need an 11 minus 1 for Dex plus two for speed difference yields a 12. Roll well!"

I assume you can keep trying until you drive the task beyond formidable and didn't fumble right?
Sounds about right. This simulates you getting tired out or discouraged.
 
Originally posted by Blustar15:
If I wanted to emulate a CT task that asks for a 8-10 throw, what's the best way to handle this?

Should I designate a simple routine and just use a Referee's note and give a negative DM modifier of 1-3 respectively? Keep everything else the same. or

Should I make up new routine categories?
You could use the Universal Game Mechanic, which can be viewed HERE.


Under the UGM, all tasks succeed on a roll of 2D +mods for 8+.

Note that the difficulty probabilities of the UGM provide, in most cases, the exact same percentage chance of success as the UTP (So, a MT Routine task is duplicated, success-wise, with a Routine UGM task, although the actual numbers are a bit different).

All rolls in Classic Traveller can be duplicated easily using the UGM, and since the UGM's difficulty categories immulate those used with the UTP, the UGM provides almost the exact same results as the UTP.

Therefore, the UGM is a great set of rules to use if you're running a Traveller game using material from both Classic Traveller and MegaTraveller.

Check out the link and decide for yourself.

-S4
 
Originally posted by Blustar15:
If I wanted to emulate a CT task that asks for a 8-10 throw, what's the best way to handle this?

Should I designate a simple routine and just use a Referee's note and give a negative DM modifier of 1-3 respectively? Keep everything else the same. or

Should I make up new routine categories?
You could use the Universal Game Mechanic, which can be viewed HERE.


Under the UGM, all tasks succeed on a roll of 2D +mods for 8+.

Note that the difficulty probabilities of the UGM provide, in most cases, the exact same percentage chance of success as the UTP (So, a MT Routine task is duplicated, success-wise, with a Routine UGM task, although the actual numbers are a bit different).

All rolls in Classic Traveller can be duplicated easily using the UGM, and since the UGM's difficulty categories immulate those used with the UTP, the UGM provides almost the exact same results as the UTP.

Therefore, the UGM is a great set of rules to use if you're running a Traveller game using material from both Classic Traveller and MegaTraveller.

Check out the link and decide for yourself.

-S4
 
Originally posted by Blustar15:
If I wanted to emulate a CT task that asks for a 8-10 throw, what's the best way to handle this?

Should I designate a simple routine and just use a Referee's note and give a negative DM modifier of 1-3 respectively? Keep everything else the same. or

Should I make up new routine categories?
You could use the Universal Game Mechanic, which can be viewed HERE.


Under the UGM, all tasks succeed on a roll of 2D +mods for 8+.

Note that the difficulty probabilities of the UGM provide, in most cases, the exact same percentage chance of success as the UTP (So, a MT Routine task is duplicated, success-wise, with a Routine UGM task, although the actual numbers are a bit different).

All rolls in Classic Traveller can be duplicated easily using the UGM, and since the UGM's difficulty categories immulate those used with the UTP, the UGM provides almost the exact same results as the UTP.

Therefore, the UGM is a great set of rules to use if you're running a Traveller game using material from both Classic Traveller and MegaTraveller.

Check out the link and decide for yourself.

-S4
 
Look at the player's Attributes and Skills.

Go with your gut, based on the chart of standard 2d6 percentages, i.e.

"Roll 2d6, you need a 9 or better." Look at the dice, and get on with the story.

MT purists, take aim.
 
Look at the player's Attributes and Skills.

Go with your gut, based on the chart of standard 2d6 percentages, i.e.

"Roll 2d6, you need a 9 or better." Look at the dice, and get on with the story.

MT purists, take aim.
 
Look at the player's Attributes and Skills.

Go with your gut, based on the chart of standard 2d6 percentages, i.e.

"Roll 2d6, you need a 9 or better." Look at the dice, and get on with the story.

MT purists, take aim.
 
You could use the Universal Game Mechanic, which can be viewed HERE.
S4 - out of curosity do you have this all summarised on an actual website or as a single PDF? Presenting it as multiple posts in a thread seems a bit clunky for something like this.
 
You could use the Universal Game Mechanic, which can be viewed HERE.
S4 - out of curosity do you have this all summarised on an actual website or as a single PDF? Presenting it as multiple posts in a thread seems a bit clunky for something like this.
 
You could use the Universal Game Mechanic, which can be viewed HERE.
S4 - out of curosity do you have this all summarised on an actual website or as a single PDF? Presenting it as multiple posts in a thread seems a bit clunky for something like this.
 
Hi !

Blue, Kaladorn already made a pretty reply on this.

But just a dumb question:
Isn't the issue to simulate a roll greater equal 8 and lower equal 10 ?
Now, this dice roll range would represent a probabilty of 33 percent.
Statistically an exceptional success on a routine roll (effectively a 9+), would hit the nearest number (around 28 %).

For converting stuff like that its pretty good to have the actual percent probabilities handy.
Guess you know those:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">2D p + roll
2 0,028 1,000
3 0,056 0,972 3+ Simple
4 0,083 0,917
5 0,111 0,833
6 0,139 0,722
7 0,167 0,583 7+ routine
8 0,139 0,417
9 0,111 0,278
10 0,083 0,167
11 0,056 0,083 11+ Difficult
12 0,028 0,028 </pre>[/QUOTE]But perhaps the best approach is to simply let impression rule, just as Kaladorn noted.
If the job appears to be routine, choose routine, if it appears to be difficult, choose difficult...

Regards,

TE
 
Originally posted by Malenfant:
S4 - out of curosity do you have this all summarised on an actual website or as a single PDF? Presenting it as multiple posts in a thread seems a bit clunky for something like this.
I don't. The forum is the home of the UGM for right now (and maybe forever).

But, Employee 2-4601 has summarized the UGM into a nice, single-sheet pdf. He's got a link to it in his sig.

The forum is nice because it allows room for the examples, chart, and such. But, if you just want meat and potatoes, with no gravy, the quick summary is in the Employee's pdf.

-S4
 
Back
Top