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You Only Get 2D6

The task thread has pretty much synthesized the differences over the different task systems mechanics proposed for T5. Ease of play versus granularity is how it can be summed up. My observation is this:

It's a game, not a sim, kids.

2D6. Roll high. Avoid snake eyes. Start the difficulty levels at 3+ or 4+, step 3 or 4, as desired (T. Foster's setup looks good).

There ya go. Mission accomplished.

Wally.
 
Yep, simple: 2d6 with all it's bell-curve intact. How we do it:

1) Referee gives a T# (Target #): Ref asks him/her-self how hard the skill attempt would be on a 1 to 10 scale, then add three to that estimate: i.e. Easy (1 + 3): T4+ -- Average (5 + 3): T8+ -- Near Impossible (10 + 3): T13+.

2) Referee requests skill for roll: Each skill has a standard, pre-determined coresponding Attribute, as well --i.e. Fleet Tactics is always used with INT. Attribute bonus is (ATT/5,nearest - 1). Referee can re-assign an Attribute in cases depending on required skill roll.


Gats'

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Traveller IS 2d6 and LBB.
 
I am a diehard fan of the TNE (GDW house system). It really got under my skin and produced the results that most satified my players and I.

This said, on reflection I think that you are right. Looking at the CT reprints and MT I can see that T5 is sitting right there, it just needs some <slight> tinkering, not the wholesale re-think that was attempted with T4.

I pre-ordered 2 signed copies of T4 but was only sent 1.This left me feeling bad about T4 from the get go ;)


Mark




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Mark Lucas
Lucas-digital.com
 
I think I'd like it better with the currently planned task system, but an alternate task system probably won't hurt, and 2d6 is simpler. I'd go with the 3+ base/+4 per step idea though. It looks better when you write out the steps.

What about a third alternate system for 1d12 users? A percentile system, maybe. But then, too many will mess things up.

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-J. Jensen
 
d12? Oooh, my, hadn't EVR thought of that....won't that set the straight-line probability guys on their ears!
smile.gif


Gats'
 
I'd stick to 2d6 MT Task Resolution system. I remember a DGP article proposing 2 point steps for difficulty. IMHO it runs a lot smoother than a 3 or 4 point step on 2d6.
TNE I didn't really like very much (but if you took time to rewrite combat it could work maybe), nor T4.
D12 or d100 It doesn't feel like Traveller to me... Traveller is 2d6 simple and clean.
 
Why muddy up a 2d6 system with attributes and skills?

Just have 2d6 and make everything an 8+?

No, it is not a sim

But I want some degree of realism and boundaries to explain to new players. And I want those same players to feel that their attributes mean something. Original CT, other than occasional tasks saying +1 if INT 10+, attributes are not used in skill rolls (except for combat with the penalty for low, bonus for high)

I want a system to be
1) reasonably simple
2) giving reasonable results (realistic is hard to do with fusion guns and anti-grav)
3) giving the players the feeling that their stats mean something (other than just the UPP)
4) providing value for skill
5) quick to resolve
6) easy to describe (make a difficult roll, you made it by 4? Amazing success)
 
2D6 and steps of 2 is good. The use of 2D6 gives a good graduation of probabilities at the extriems and the grouped result probabilities make the use of a linear variation in task dificulties more effective. The linear graduation of task dificulties is also easy to understand.
 
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