Takei said:
I do understand what you're saying, and will admit there is a certain elegance to it, but when I'm playing and I make a skill check I like to see high numbers on those dice.
I'm a "higher is better" fan too. There was something not "right" about rolling low in TNE and T4. Simply taste, I know, but like many gamers, higher-is-better is where it's at.
Kinda like Craps. Most betters are "Come and Pass" betters rather than "Don't Come and Don't Pass" betters.
Also, from a gaming perspective, I like to see my stat mod being applied to all rolls that use that stat.
Ah, but that's not really a CT thing. Most times, stats aren't even referenced in CT. When they are,
usually it's something like: If you have Stat-9 or better, then you get a +1 DM on the roll.
Of course, with CT, anything goes. Sometimes, different stat requirements would show up. But, in designing the UGM, I went with what happens most commonly in CT, where a +1 DM is given for a particular stat.
I appreciate that the UGM models the fact (?) that harder tasks require a higher stat to effect their outcome, but I'm more interested in play than realism.
In real life if I shot an Olympic athelete (high physical stats) in the head with a 9mm there's a very good chance of them dying. Traveller does a God awful job of modelling that, which I'm happy with as my games are more cinematic. (In CT an autopistol does 2D (?) damage and in RTT it does x1+3)
In CT, an autopistol does 3D damage. But, there's also the First Blood rule, which says that the first time a character is hit, the total amount of damage is taken from a random physical stat--making combat rather scary. Easily, it could be a one-shot, one-kill proposition. More likely, with the high stats of the athelete (if all three physicals were high), he could survive the shot with just a graze, or maybe be rendered unconscious.
One question about the UGM though; how does it handle low stats that would give a minus to task checks?
I never designed it to handle negative modifiers for low stats...
because a negative modifer for a stat rarely shows up in CT.
In CT, typically if Stat is referenced, it referenced with something like what I said above: If you've got Stat-9 or better, you get a +1 DM. If you have Stat-8 or less, you don't get a modifier.
So, the UGM models that.
Low Stats hardly ever provide a benefit on throws, just like in normal CT. If they do provide a bonus, it'll be on an easier difficulty throw.
Mid-Range Stats, you can count on them helping you on the easier tasks and stats of average/standard difficulty. They probably won't help you with the harder tasks.
With the Higher Stats, you can pretty much count on them helping you all the time.
Keep in mind that the UGM is designed
specifically for use with Classic Traveller.
BTW, not too many Traveller systems have integrated -DMs for low stats on tasks. CT hardly ever had it (but since anything goes in CT, it did do it rarely). MT didn't do it. TNE didn't do it. T4 didn't do it. GT didn't do it. (I can't comment on HERO Traveller because I haven't seen it.)
I know ACT had something like this (and, you talking about stat bloat! Sheeesh! Just try ACT. MGT is a dream compared to the stat bloat in ACT), and MGT now has it.
But, I think many gamers are "used" to that idea because of the proliferation of the d20 system (T20 has it).
In my opinion, the d20 system is an overly complex system (a task system doesn't need to be that doggone complex--it would be "more playable" if it were simpler).