Uncle Bob:
Not all rolls in CT were 2d6 roll high. Some were roll attribute or less. a few items were "Total elligble attribute and exceed total", and a few more were "When Total Str of X climbs, ladder breaks". Hence, NO implicit task
system. Several extractable modes of operation. lots of skill resolution rules. Not all the 2d6 roll high were 8+, either. And not all were add skill. some were DM+x if skill level y+.
2d6+skill roll high was the prevalent mode.
Like so many games of its era (late 70's and early 80's), there was little consistancy in modes of resolving mechanical issues outside of combat, at least in published adventures.
Striker was never integrated. And besides, Striker lacks CG, so how'd you make new characters that without bk 1?
Seriously, though, the core rules lacked an experience system. The rules in TTB applied only to attributes, or going on sabbatical for 1 skill level after 4 years out of play. (It was my primary ruleset for many years.)
Character growth was one of the biggest complaints for LONG-TERM CAMPIAGNS. Many Refs just had you roll every four years on the relevant skill table... My GM had you roll 3d for int or less to gain one per year.
CT was, and is, a framework, an incomplete (by modern standards) system. By 1977 standards, it was remarkably complete. Times, tastes and audiences change.
even in the early 80's, the concept on a single unifying mechanic was a "New Thing". With such gaames as C&S having three different resolution mechanics for non-combat skills. Special case rules were the norm. Now, most games use special case rules only rarely, instead relying upon a unified mechanic. In fact, I can only think of one early 80's game with an implicit task system with multiple, discrete levels of difficulty: The Fantasy Trip.
I always prefered an
explicit unified mechanic.
For me, the concept of a task system in T2K 1E (half, normal or double) was an immmediate "WOW". 2300 was a major plus, as was the DGP task system... discrete levels of difficulty.