vladthemad
Mongoose
Alright, after giving the skill section a solid read, I've come to ask what the thought process was behind splitting the previous system from only dice modifiers into the three separate categories of difficulty, boon/bane, and dice modifiers? I'd like to hear from what other players think as well as from the authors.
The original mechanic was elegant in it's simplicity. The benefit of the original mechanic was that the referee could easily assign a negative or positive dice modifier based on the situation. Poor lighting while searching for someone? -2DM, fine quality tools while repairing the drive? +1DM, trying to force a square peg into a round hole? -4DM. It kept the pace of actual play very smooth and quick.
With the new mechanics of sorting everything into different categories based on perceived task difficulty, outside influence, and specific rules it seems like complexity is being added where it really isn't needed. The only real result my players and I could see was it would slow down game play at the table. On top of that, it invalidates all the previously released Traveller material that was written to the previous system.
While at first glance I thought it was an interesting mechanic, after some discussion with my players we are wondering why it's needed. We all agree that it seems like complexity is being added without real benefit. I'm all for fixing what was broken before, but the task system was one of the things that worked very well.
Perhaps the boon/bane mechanic is something that belongs more in the Traveller Companion book and not the core rule book?
The original mechanic was elegant in it's simplicity. The benefit of the original mechanic was that the referee could easily assign a negative or positive dice modifier based on the situation. Poor lighting while searching for someone? -2DM, fine quality tools while repairing the drive? +1DM, trying to force a square peg into a round hole? -4DM. It kept the pace of actual play very smooth and quick.
With the new mechanics of sorting everything into different categories based on perceived task difficulty, outside influence, and specific rules it seems like complexity is being added where it really isn't needed. The only real result my players and I could see was it would slow down game play at the table. On top of that, it invalidates all the previously released Traveller material that was written to the previous system.
While at first glance I thought it was an interesting mechanic, after some discussion with my players we are wondering why it's needed. We all agree that it seems like complexity is being added without real benefit. I'm all for fixing what was broken before, but the task system was one of the things that worked very well.
Perhaps the boon/bane mechanic is something that belongs more in the Traveller Companion book and not the core rule book?