Actually, I'd like to see more differentiation in stats. As it stands, a 0-15 scale is kinda redundant when there's only 6 mods to go round.
Now, if I was MWM, I'd have put stats on the same scale as skills, ie: 1-6, with normal folk on a 2 or 3. It would be possible to come up with another chargen minigame that developed stats as if they were skills in a set of childhood tables, based on background and homeworld.
But, the decision has been taken to mirror the CT notation, to ensure some kind of backwards compatibility, and rightly so. It's a perfectly valid way to go, and this Mongoose system is the most robust, and subtle version of Traveller I've seen
Now in the ad hoc methods of CT, stats gave a variable bonus based on whatever the task was, up to the game designer or ref. So it might be if +1 Dex 9+, or +1 if Soc 5+, etc.
In my houserule, which ironically is a counterpart to the UGM (parallel evolution, sir!
), I decided that there'd be a +1 bonus if the task diff was equal or less than the required stat, and another +1 if the stat was 13 or higher. In this way every point of stat was worth something. However, this only works if the number to roll against is also the difficulty.
The system here use an 8+ threshold with difficulty as a modifier. It's nice and straightforward for play, leaving any slightly onerous calculations up to the ref alone. But my houserule doesn't fit the concept. Sup4's roll under stat to get bonus doesn't either, as you're wanting to roll both high and low at the same time, which feels too untidy.
The problem with just having the stat bonus giving extra skills is that once chargen is finished, stats are only used for recording wounds. Aging has no effect, and there is no place for natural talent whatsoever in play. It makes stats fairly pointless.
And capping stat bonus by skill bonus again removes untrained talent, and a competency limit seems a bit arbitrary and another unnecessary calculation.
My personal opinion is, as things stand, if stat has no effect on timing/effect, and if the difficulty mod can never go above 0, then a high stat is not a
reliable substitute for a skill. If stats get pared down further, and for Strephon's sake a 15 should get a pretty exceptional bonus!
and so should a 12 be better than a 10, they become very devalued.
The Mongoose system offers so many advantages that it would be a shame to rip it apart to fix an issue that is mostly theological (we are essentially just arguing the nature/nurture debate in Traveller terms). If Gar makes it so those 15's are very rare then this will barely affect any campaign at all.
There, I didn't intend to write up a complete summary of my views but it's been a vexing day at work and it's nice to be able to make a position clear! :lol: