Supplement Four
Mongoose
I just posted in another thread a raw idea that I think might solve a few issues people are having with Mongoose Traveller. Namely, the T/E mechanic and the stat bloat issue.
Here's a direct quote from my post in the other thread. This is a raw idea. It needs work. But, it could be viable.
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(Quote from other thread)
If it were my system, I'd ditch the T/E mechanic and find some way to use a character's stat to influence Timing and Effect.
That way, the character's stat will effect the outcome of the roll without stat bloat and overpowering the effect of the character's skill.
Plus, the controversial T/E Mechanic would go away, it's problems with it, but the function the T/E Mechanic serves will still be there.
When I talk about professional game designers turning out work that is superior and not just "good enough", this is the type of thing I'm talking about. Using a character's stat this way solves a lot of problems.
How to do it? Well, I'm not going to figure it out because I know it will be ignored. But, yeah, I bet if someone cared, this idea of mine could be turned into something useful for MGT.
Heck, if they fixed things like that, I might just reverse my opinion on the game, and then shell out the buckaroos to buy the thing when it comes out.
I won't hold my breath, though.
EDIT: BTW, one thought on how to do this.... You'd have to change the T/E numbers a bit, but they'd still mean the same thing. Once the roll is made, the player could choose between the sum of the natural 2D roll (no modifiers) and his stat as either the timing or effect.
So, if a character has a Stat-7 governing a task for which he rolls a total of 5 on 2D (do not count modifiers, only the dice), then he can pick either the 7 or the 5 as his timing or his effect.
What would need to be done is to re-scale the T/E Mechanic. Different values but some idea and implementation. Maybe base it on 15 instead of 6.
(Off Quote from other thread.)
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Like I said, it's raw, and it needs work. The kinks need to be worked out. But, you see the main idea, yes?
It seems logical to me that a character's stat would be used for timing and effect on task rolls anyway instead of a blanket DM.
I'd remove the Stat DMs and use stats in some fashion as displayed above.
This way:
1. Stats (natural ability) will not overpower trained experience (skills). No more having your stat DM the largest DM you use on a task.
2. The T/E Mechanic is still used but arrived at in a different way (Stat vs. 2D throw rather than die vs. die).
Any thoughts on this? You think its crap? You think it could be worked on to become a better mechanic for MGT?
Comments?
Here's a direct quote from my post in the other thread. This is a raw idea. It needs work. But, it could be viable.
=======
(Quote from other thread)
If it were my system, I'd ditch the T/E mechanic and find some way to use a character's stat to influence Timing and Effect.
That way, the character's stat will effect the outcome of the roll without stat bloat and overpowering the effect of the character's skill.
Plus, the controversial T/E Mechanic would go away, it's problems with it, but the function the T/E Mechanic serves will still be there.
When I talk about professional game designers turning out work that is superior and not just "good enough", this is the type of thing I'm talking about. Using a character's stat this way solves a lot of problems.
How to do it? Well, I'm not going to figure it out because I know it will be ignored. But, yeah, I bet if someone cared, this idea of mine could be turned into something useful for MGT.
Heck, if they fixed things like that, I might just reverse my opinion on the game, and then shell out the buckaroos to buy the thing when it comes out.
I won't hold my breath, though.
EDIT: BTW, one thought on how to do this.... You'd have to change the T/E numbers a bit, but they'd still mean the same thing. Once the roll is made, the player could choose between the sum of the natural 2D roll (no modifiers) and his stat as either the timing or effect.
So, if a character has a Stat-7 governing a task for which he rolls a total of 5 on 2D (do not count modifiers, only the dice), then he can pick either the 7 or the 5 as his timing or his effect.
What would need to be done is to re-scale the T/E Mechanic. Different values but some idea and implementation. Maybe base it on 15 instead of 6.
(Off Quote from other thread.)
=======
Like I said, it's raw, and it needs work. The kinks need to be worked out. But, you see the main idea, yes?
It seems logical to me that a character's stat would be used for timing and effect on task rolls anyway instead of a blanket DM.
I'd remove the Stat DMs and use stats in some fashion as displayed above.
This way:
1. Stats (natural ability) will not overpower trained experience (skills). No more having your stat DM the largest DM you use on a task.
2. The T/E Mechanic is still used but arrived at in a different way (Stat vs. 2D throw rather than die vs. die).
Any thoughts on this? You think its crap? You think it could be worked on to become a better mechanic for MGT?
Comments?