Supplement Four
Mongoose
I came over from the CotI forums, looking for an official playtest thead. I don't see it.
Anyway, I see the Mongoose Task System is an approximation of my Universal Game Mechanic (that I wrote for Classic Traveller), so I take that as a good sign.
One thing, though...
The stats...I think they're weighted way too high.
Follow me on my line of thinking...
Stats represent natural ability. Skills represent trained ability.
Stats are broad, effecting a substantial range of task throws.
OTOH, Skills are narrow, only influencing task throws that involve that particular skill.
So...
When you increase the bonus derived from a stat, you're increasing his chance of success on a large number of expertise areas. And, that's how it should be.
The problem is when that stat-benefit is as influential as trained ability.
Let me give you a detailed example of what I'm talking about:
Fred takes a six month training course (using the training rules in V2 playtest) and becomes knowledgable with Medic-0.
Now, Fred has always been a good student. He's got a photogenic memory, and he's never had to study much. If he'd apply himself, he'd be a genius. EDU-15.
Fred has never studied medicine except for the recent six month training course. We know this because, during character generation, the player roll boxcars for Fred's EDU. This is pre-adult education. Then, through CharGen (Fred was a Marine), his EDU was increased by three points. Since Fred never received Medic skill, we can assume his exposure to medicine was minimal.
BUT...
BECAUSE Fred's EDU is so high, he gets a +3 DM on his Medic throws.
Now, compare Fred with Sam. Sam has an EDU-8. Not that shabby. And, Sam has struggled through medical school. He's not a professional. He's a doctor. He's got Medic-3.
Sam, when making Medic throws also gets a +3 DM to his throws.
See the problem here? It's a common one. I've seen this pop up in other task systems as well.
A good task system will consider where the benefit is coming from. Certainly, a trained doctor, who's gone to medical school, should have a much better chance at healing people than another person who's only had a six month class and no experience (even if that person is extremely well educated).
My suggestion to fix this, with the Mongoose Traveller Task System, is to tone down the influence of stats. This is the main reason why I, when developing the UGM, kept a tight lid on the effect of a character's attributes. With the UGM, stats provide a +0 or +1 DM most of the time, while only the very high stats provided a +2 DM (and that +2 DM is only useful to the easier tasks....One wouldn't get a +2 DM on a very hard task).
Also note that Classic Traveller, as well, respected the influence of stats, never allowing them to overpower what a skill would bring to the table (unless the GM decided to make it so).
Remember, we're dealing with a 2D6 system. Each +1 DM provides a HUGE benefit. I believe a stat, using this system, should never provide more than a +2 DM...and that should happen infrequently and only at the highest level of stat.
There are ways to fix this. One way is to do what I did with the UGM (where the task roll determines if the stat provided benefit...and the weight chance is that stat benefit only comes on easier tasks, not on the harder ones). But, there are other ways to approach the issue as well.
Anyway, I see the Mongoose Task System is an approximation of my Universal Game Mechanic (that I wrote for Classic Traveller), so I take that as a good sign.
One thing, though...
The stats...I think they're weighted way too high.
Follow me on my line of thinking...
Stats represent natural ability. Skills represent trained ability.
Stats are broad, effecting a substantial range of task throws.
OTOH, Skills are narrow, only influencing task throws that involve that particular skill.
So...
When you increase the bonus derived from a stat, you're increasing his chance of success on a large number of expertise areas. And, that's how it should be.
The problem is when that stat-benefit is as influential as trained ability.
Let me give you a detailed example of what I'm talking about:
Fred takes a six month training course (using the training rules in V2 playtest) and becomes knowledgable with Medic-0.
Now, Fred has always been a good student. He's got a photogenic memory, and he's never had to study much. If he'd apply himself, he'd be a genius. EDU-15.
Fred has never studied medicine except for the recent six month training course. We know this because, during character generation, the player roll boxcars for Fred's EDU. This is pre-adult education. Then, through CharGen (Fred was a Marine), his EDU was increased by three points. Since Fred never received Medic skill, we can assume his exposure to medicine was minimal.
BUT...
BECAUSE Fred's EDU is so high, he gets a +3 DM on his Medic throws.
Now, compare Fred with Sam. Sam has an EDU-8. Not that shabby. And, Sam has struggled through medical school. He's not a professional. He's a doctor. He's got Medic-3.
Sam, when making Medic throws also gets a +3 DM to his throws.
See the problem here? It's a common one. I've seen this pop up in other task systems as well.
A good task system will consider where the benefit is coming from. Certainly, a trained doctor, who's gone to medical school, should have a much better chance at healing people than another person who's only had a six month class and no experience (even if that person is extremely well educated).
My suggestion to fix this, with the Mongoose Traveller Task System, is to tone down the influence of stats. This is the main reason why I, when developing the UGM, kept a tight lid on the effect of a character's attributes. With the UGM, stats provide a +0 or +1 DM most of the time, while only the very high stats provided a +2 DM (and that +2 DM is only useful to the easier tasks....One wouldn't get a +2 DM on a very hard task).
Also note that Classic Traveller, as well, respected the influence of stats, never allowing them to overpower what a skill would bring to the table (unless the GM decided to make it so).
Remember, we're dealing with a 2D6 system. Each +1 DM provides a HUGE benefit. I believe a stat, using this system, should never provide more than a +2 DM...and that should happen infrequently and only at the highest level of stat.
There are ways to fix this. One way is to do what I did with the UGM (where the task roll determines if the stat provided benefit...and the weight chance is that stat benefit only comes on easier tasks, not on the harder ones). But, there are other ways to approach the issue as well.