grauenwolf
Banded Mongoose
The way I see it, DMs are for common scenarios and boon/bane are for the weird cases where figuring out the correct DM would be too time consuming.
The main statistical difference is that a DM increases the range beyond 2 or 12 respectively. However, there is also an immeasurable qualitative difference about how it feels around the game table. Is it fun to implement or not? I'll report back about that after I've tried it out on Thursday night...vladthemad said:Alright, that's all fine and good, but the question isn't "How does it work?"; the question is "Is it necessary?" Using Kaelic's provided tables and a little copy pasta....
Boon vs. +2 DM
| 2+ | 100.00% 100.00%
| 4+ | 98.15% 100.00%
| 6+ | 89.35% 91.67%
| 8+ | 68.06% 72.22%
| 10+ | 35.65% 41.67%
| 12+ | 7.51% 16.67%
| 14+ | 0.00% 2.78%
Bane vs. -2 DM
| 2+ | 100.00% 91.67%
| 4+ | 80.09% 72.22%
| 6+ | 47.69% 41.67%
| 8+ | 19.44% 16.67%
| 10+ | 5.09% 2.78%
| 12+ | 0.46% 0.00%
| 14+ | 0.00% 0.00%
As you can see, the difference is pretty insignificant except at the extreme ends of the table...and even then it seems to favor the DM system. So again I ask, why add complexity to the core rule mechanic when there is no significant gain from it? I don't think it's a bad mechanic, I just think it would be better served in the optional rules supplement that's scheduled to follow the core rule book.
I agree that the feel of the mechanic in action is important. Even with a boon there's still that chance that 1,1,1, will come up on the dice and that gives a tension to the roll that's different from changing the difficulty or giving a DM.TrippyHippy said:The main statistical difference is that a DM increases the range beyond 2 or 12 respectively. However, there is also an immeasurable qualitative difference about how it feels around the game table. Is it fun to implement or not? I'll report back about that after I've tried it out on Thursday night...
-Daniel- said:The more I play around with Boon and Bane I keep thinking the situation I plan as a GM will be assigned a difficulty. Say Average STR 8+. Then I will use the Bane or Boon when the characters do something out side the normal for the situation. Like buy a special tool or wait until dark and forget a flashlight. The task didn't change, but the dark does add a bane. It is flowing better when I think about it that way.
You're leaving the difficulties as they are described in the rules for each skill? If it says Average (8+) for a skill, it will always be that? Maybe I didn't understand you.Kaelic said:As for the rules, I personally feel it should say difficulty is your choice, rather than standardised to the task.
ShawnDriscoll said:You're leaving the difficulties as they are described in the rules for each skill? If it says Average (8+) for a skill, it will always be that? Maybe I didn't understand you.Kaelic said:As for the rules, I personally feel it should say difficulty is your choice, rather than standardised to the task.
anselyn said:However, given that roughly speaking that boon/bane is like a DM of +/-2 it seems odd to me to combine this with such a finely grained difficulty table with steps of two on the target number. Going back to MegaTraveller the steps were Simple (3+), Routine (7+), Difficult (11+) and Formidable (11=). Steps up of four, with clear conceptual jumps in difficulty seems good to me. A Routine task compared to an Average task seems a less obvious decision to me. Difficult vs Very Difficult isn't very elegant. What would a novice Ref make of this - these decisions.
I think boon/bane with bigger gradations in task difficulty would be better. Steps of 4 are difficult if we're now wedded to 8 as the best default TN. So I suggest that steps of three are a good compromise.
Simple/Trivial 2+
Easy 5+
Routine 8+
Difficult 11+
Formidable 14+
ShawnDriscoll said:2D, Boon, and Bane are die rolls. They are not DMs to die rolls. Huge difference once you understand how die mechanics work in Traveller.
Nerhesi said:What this essentially means is that a bane or boon is tertiary affect to the operation in question.
vladthemad said:[
Nerhesi said:What this essentially means is that a bane or boon is tertiary affect to the operation in question.
Which is exactly why it should be an optional rule, not a main game mechanic. Everyone seems to feel a need to try and explain how they work, that's not what I'm trying to get at here. I'm not saying it's a bad mechanic, I just haven't seen any argument as to why it's required. If it's not required, why have it at all? The rules have a number of specific examples given for it, which means that much more to remember. I understand the mechanics behind the rule just fine. I'm interested in why it was broken down from the very simple and fast flowing die roll+DMs≥8 rule to the more complicated and in my eyes convoluted die roll+boon/bane+DMs≥difficulty. From a table standpoint, the previous system was easy to use, the referee came up with DMs to fit any specifics as needed or as the rules specified and play continued on. Now, play can break down while what constitutes a DM, a boon/bane, or requires a change in difficulty is discussed.
Rockymountainnavy said:I now see that DM+2 is different from Boon. The possible results of DM+2 is 4-14. With a Core Mechanic that depends on Effect this is significant. For an Average check it means the range of Effect is -4 to +6. [There is a similar difference for DM-2 with results from -2 to 10]
With Boon, the range of results is still 2-12 but the chances of getting higher results is better. Likewise, Bane still has results 2-12 but weighted towards the lower end. The range of Effect stays the same, but it too get weighted one way or the other.