Suggestions for a somewhat radical change to Timing/Effect.

SableWyvern said:
For clarity, I'm essentially suggesting that:
Timing 1 = Fast
Timing 6 = Slow
Effect 1= Excellent Result
Effect 6 = Marginal Result.

Then I may have misunderstood. Anyhow, here are the chances of rolling the indicated number on each die of a 2d6 roll of 8+:

-2 Modifier:
1: 0%
2-5: 50%
6: 50%

-1 Modifier
1: 0%
2-5: 60%
6: 40%

No Modifier
1: 0%
2-5: 67%
6: 33%

+1 Modifier
1: 5%
2-5: 67%
6: 29%

+2 Modifier
1: 8%
2-5: 69%
6: 23%

There's no chance of an excellent result on an unmodified roll. And little chance of an excellent result on any reasonable roll. On the entire range from -2 to +2, the chance of a marginal result is much greater than the chance of an excellent result.

The probabilities are still defective; you've just made them defective in a different direction (favoring marginal results over excellent results).

In addition, you've added a non-intuitive element to an already overwhelmingly non-intuituive mechanic -- now high rolls are bad, except that you need to roll high enough to succeed.

The end result is still a worthless mechanic, in my opinion. (No shame in that; you didn't design the base mechanic. You only tried to salvage it.)
 
captainjack23 said:
Well, to be honest, I've pretty much decided that the issues that tbeards analysis identifies and that your fix address, aren't ones that really concern me; which surprised me, as I was quite concerned about the skewing of the results...initially.

Here's my response in the other thread, if it helps.
The quick version is that after thinking about it quite a bit, there seem to be two or three big flaws in the argument that this is a serious problem: the rules are not intended to be always used, but only in very specific situations;

"Very specific situations" like combat...

the analysis only looks at the results of success;

The failure results are just as badly flawed. For instance, an unmodified 2d6 roll that fails will have the following chances of the listed numbers appearing on each die:

2 or less: 58%
3-4: 37%
5+: 5%

and the perception of the problem seems far too wrapped up in what really is a random choice of words that quantify the result of a task roll, that in most cases make no difference at all to the outcome.

If the system is as useless as you imply with this statement, then why is it even included in the game?
 
SableWyvern said:
I realise some people aren't impressed with Timing/Effect, but most of the feedback seems to be positive, and I'm certainly a fan.

The problem with defective game mechanics is that they often do not make themselves known until many games have played, *after* the game has been bought. So most folks don't know about the defects initially. Therefore, "everybody likes it" is not much of a defense, especially in a playtest environment.
 
tbeard1999 said:
There's no chance of an excellent result on an unmodified roll. And little chance of an excellent result on any reasonable roll. On the entire range from -2 to +2, the chance of a marginal result is much greater than the chance of an excellent result.

From where I'm standing, that just requires that you view an excellent result as something that can only be obtained by someone with great skill, or who is performing an exceptionally easy task.

The probabilities are still defective; you've just made them defective in a different direction (favoring marginal results over excellent results).

That's only defective if you have already decided that marginal results shouldn't be more common than excellent ones -- a position that is entirely subjective. As long as positive modifiers influence positive results and vice versa, the rest is just defining those results consistently.

In addition, you've added a non-intuitive element to an already overwhelmingly non-intuituive mechanic -- now high rolls are bad, except that you need to roll high enough to succeed.

It's a relatively common style of mechanic in roll under systems, and is no less intutive than blackjack (in black jack, you want the highest possible result without exceeding 21, in this system you want to roll as low as possible without getting a total less than 8 ).

The end result is still a worthless mechanic, in my opinion. (No shame in that; you didn't design the base mechanic. You only tried to salvage it.)

There are plenty of good reasons to dislike my suggestions in this thread -- inlcluding, but not limited to, Aramis' preference for skill levels to be given emphasis, and your own in-principle dislike of Timing/Effect. That said, I think you'll need a much better argument to present it as anywhere near worthless. As far as I can see, it does what it sets out to do quite well and with very little complexity.
 
SableWyvern said:
tbeard1999 said:
There's no chance of an excellent result on an unmodified roll. And little chance of an excellent result on any reasonable roll. On the entire range from -2 to +2, the chance of a marginal result is much greater than the chance of an excellent result.

From where I'm standing, that just requires that you view an excellent result as something that can only be obtained by someone with great skill, or who is performing an exceptionally easy task.


Well, if the objective is to contrive *some* kind of rationalization to justify a defective mechanic, then we're wasting time worrying about mundane things like probabilities. Because as an attorney, I learned long ago that nearly *anything* can be justified if people are willing to go to the trouble.

And if a post-hoc rationalization like that is required for your system to work, then, in my opinion, you've not accomplished anything. Because a sufficiently creative person could probably come up with a similar rationalization for the existing system.

That's only defective if you have already decided that marginal results shouldn't be more common than excellent ones -- a position that is entirely subjective.

Agreed -- I assumed that most folks would agree that on an unmodified roll, the odds of getting a marginal result should be about the same as the odds of getting an exceptional result.

But if you have suddenly decided that this isn't required, then we have a disagreement over first principles.

But the problem with your argument is that such post-hoc reasoning could be used to defend *any* mechanic, no matter how bad. All that's required is a sufficiently flexible mind to conjure up rationalizations for any flaws that emerge. "It's not a bug, it's a feature."

Indeed, your reasoning obviates the need for your fix entirely. Ironic, that.

In addition, you've added a non-intuitive element to an already overwhelmingly non-intuituive mechanic -- now high rolls are bad, except that you need to roll high enough to succeed.

It's a relatively common style of mechanic in roll under systems, and is no less intutive than blackjack (in black jack, you want the highest possible result without exceeding 21, in this system you want to roll as low as possible without getting a total less than 8 ).

It's still painfully non-intuitive in a gaming setting IMHO and your fix -- which by your own reasoning is unnecessary -- makes it worse.

The end result is still a worthless mechanic, in my opinion. (No shame in that; you didn't design the base mechanic. You only tried to salvage it.)

There are plenty of good reasons to dislike my suggestions in this thread -- inlcluding, but not limited to, Aramis' preference for skill levels to be given emphasis, and your own in-principle dislike of Timing/Effect. That said, I think you'll need a much better argument to present it as anywhere near worthless.

<shrug>

I agree--if I choose to engage your post-hoc rationalizations. Of course, these same rationalizations make your fixes unnecessary.

But I have a deep dislike of arguments that can apply to any situation and an equally deep dislike of theories that cannot be proven wrong or defective. Finally, I am unwilling to waste time discussing an issue when the other side revises his underlying assumptions to support his current position. So I decline to play the game of duelling rationalizations.

But objectively, we can say that your fix contains similar statistical characteristics as the system it tries to replace. In addition, the blending of roll-high/roll low mechanics in the same roll does make the resolution stage more complex -- and I believe less intuitive, though this is admittedly subjective.

As far as I can see, it does what it sets out to do quite well and with very little complexity.

I disagree. It does the same thing that the base system did. It merely skews towards mediocre results rather than exceptional ones. And your defense -- that it's merely a matter of opinion as to whether medicore results should be more likely than exceptional results -- can be applied with equal vigor to defend the original mechanic... After all, it's merely a matter of opinion as to whether exceptional results should be more likely than mediocre results, right?
 
captainjack23 said:
Cowboy said:
While it fixes some problems, I don't really think it's worth it. As far as I'm concerned, Time and Effect add nothing of value to the game and it would be better to scrap them altogether along with the current combat system and start from scratch.

Without starting a fight, is this from playing the systems or just a readthru ? I'm confused as you said you wouldn't be playtesting this, earlier.

I can't speak for Cowboy, but my dislike of the combat and task systems *do* result from attempts to play them.
 
tbeard1999 said:
captainjack23 said:
Cowboy said:
While it fixes some problems, I don't really think it's worth it. As far as I'm concerned, Time and Effect add nothing of value to the game and it would be better to scrap them altogether along with the current combat system and start from scratch.

Without starting a fight, is this from playing the systems or just a readthru ? I'm confused as you said you wouldn't be playtesting this, earlier.

I can't speak for Cowboy, but my dislike of the combat and task systems *do* result from attempts to play them.


I never suggested that you didn't , did I ? Did I misattribute a quote ?
Regardless, I'm well aware that you've tried them out. Nor did I accuse Cowboy of anything. He had earlier said he wasn't going to playtest anything, then it sounded like he did.

I asked him as I was curious to see if the rough presentation of the rules at this point was the cause of such a negative impression on his part.

Actually, I'm not of the opinion that the intitial impression of rules is an invalid criticism; they do have to attract the customers, after all. What I would prefer is that comments about mechanics beyond comprehensability can benefit from an actual playthru -although it is possible to spot a major flaw in a gedanken experiment, it helps to try it out.

Obviously, this is not adressed at you, or anyone in particular. I appreciate your work on this system, even if I disagree as to your final conclusion.

Cap
 
tbeard1999 said:
captainjack23 said:
Well, to be honest, I've pretty much decided that the issues that tbeards analysis identifies and that your fix address, aren't ones that really concern me; which surprised me, as I was quite concerned about the skewing of the results...initially.

Here's my response in the other thread, if it helps.
The quick version is that after thinking about it quite a bit, there seem to be two or three big flaws in the argument that this is a serious problem: the rules are not intended to be always used, but only in very specific situations;

"Very specific situations" like combat...

Yes. Other than in combat it is optional. This is why I address combat separately in that post.



If the system is as useless as you imply with this statement, then why is it even included in the game?

Well, with the optional part (non-combat) it is largely chrome, and could be dropped with no loss. But it is a key part of the combat system - and I know we disagree on the worth of that. I like the combat system (thus far), and thus need to keep effect/time. You don't and are more free to get rid of it if you have your own combat system - assuming that at that point you even use MGT at all. Which is fine.

Cap
 
captainjack23 said:
tbeard1999 said:
captainjack23 said:
Without starting a fight, is this from playing the systems or just a readthru ? I'm confused as you said you wouldn't be playtesting this, earlier.

I can't speak for Cowboy, but my dislike of the combat and task systems *do* result from attempts to play them.


I never suggested that you didn't , did I ? Did I misattribute a quote ?

No. I appear to have read more into your question than was there. My mistake and my apologies.

The reason for my reply is that the most common retort from defenders of the system is "have you actually played it?"

Although as an aside, I'm not much persuaded by such an argument. After ~29 years of gaming, I can pretty well identify lousy mechanics on sight. To analogize, if the milk smells bad and is green, do I really have to drink it to know that it's bad? Especially if I am a regular milk drinker?
 
tbeard1999 said:
And if a post-hoc rationalization like that is required for your system to work, then, in my opinion, you've not accomplished anything. Because a sufficiently creative person could probably come up with a similar rationalization for the existing system.

Agreed -- I assumed that most folks would agree that on an unmodified roll, the odds of getting a marginal result should be about the same as the odds of getting an exceptional result.

But if you have suddenly decided that this isn't required, then we have a disagreement over first principles.

Eh?

Is a One-in-a-Million result as likely as a moderate failure?

Should a critical success be as likely as a success by X degrees, for any arbitrary value of X?

Or, to take an example from the most widely played RPG, in D&D the chance of a critical varies widely, while the chance of a fumble is constant. On the most typical roll (crit value of 20) with a 50% chance of success, a critical will in fact occur half as often as a fumble. You may not like that, but I don't believe you have any grounds for suggesting that most people share your view on this one, given that the 3E crit system is widely hailed as an improvement over older ones that gave fumbles and criticals equal chances of occuring.

If a degree of success has an X% chance of occuring, then you make sure the definition of that degree makes sense in context. Rationilsation after the fact isn't prima facie bad design, as you seem to be implying.
 
SableWyvern said:
tbeard1999 said:
And if a post-hoc rationalization like that is required for your system to work, then, in my opinion, you've not accomplished anything. Because a sufficiently creative person could probably come up with a similar rationalization for the existing system.

Agreed -- I assumed that most folks would agree that on an unmodified roll, the odds of getting a marginal result should be about the same as the odds of getting an exceptional result.

But if you have suddenly decided that this isn't required, then we have a disagreement over first principles.

Also, It's only a post-hoc rationalization by us - we really haven't heard what the designers first principle was. And that first principle is very likely that success quality >failure quality for competent task results (given other decisions in the rules).

And, honestly equal probabliities isn't my first principle either personally or professionally. Any stress performance study supports a U shaped distribution for outcome - and where failure cuts off the left-hand end, it really is the case that good results outnumber bad failures or marginal results; and perception bias is the main reason that it can seem otherwise - oddly, most people worry more about failure, and thus perceive results more negatively - as marginal success or actual failure than is quantitatively the case; although perhaps it isn't odd. It seems to act as a motivational factor.

Cap.
 
SableWyvern said:
tbeard1999 said:
And if a post-hoc rationalization like that is required for your system to work, then, in my opinion, you've not accomplished anything. Because a sufficiently creative person could probably come up with a similar rationalization for the existing system.

Agreed -- I assumed that most folks would agree that on an unmodified roll, the odds of getting a marginal result should be about the same as the odds of getting an exceptional result.

But if you have suddenly decided that this isn't required, then we have a disagreement over first principles.

Eh?

Is a One-in-a-Million result as likely as a moderate failure?

Uh, who said that an exceptional result is a one in a million result?

And if it is, then your system is severely broken because a modest +1 modifier yields a 5% chance of a "one in a million result" (i.e., 50,000 times more likely than it really is...)

In any case, I am not interested in coming up with off the cuff rationalizations for a dubious mechanic. As I said before, people can rationalize nearly anything if they are willing to go to the effort.

That said, it still seems to me that your rationalizations have rendered your proposed fix unnecessary. Once you make the argument that there's no reason that (say) marginal results should greatly outnumber excellent results, you open the door for the corollary. And the corollary would mean that the current system is *not* flawed statistically.

Should a critical success be as likely as a success by X degrees, for any arbitrary value of X?

Or, to take an example from the most widely played RPG, in D&D the chance of a critical varies widely, while the chance of a fumble is constant.

I'm not sure that appealing to D&D is the best argument in favor of a mechanic.

Rationilsation after the fact isn't prima facie bad design, as you seem to be implying.

I disagree. Post hoc rationalization makes it impossible to assess whether a mechanic is actually defective (or dubious if you prefer). Because *every* defect can be rationalized if people are willing to expend the effort (and ignore alternatives).

The fact that you took the trouble to "fix" a mechanic whose primary purported defect was an overabundance of excellent results implies that you initially agreed with me that excellent and mediocre results should be about the same (in an ideal, no modifiers context). I saw no comments from you that an abundance of mediocre results was desirable until (a) you came up with your mechanic and (b) it was pointed out that your fix skewed significantly to mediocre results. Then, suddenly, you asserted that it was desirable to have a far higher chance of mediocre results on a typical roll than exceptional results. Given that you offered no real support for this position, I cannot help but wonder if it's really just a self-serving rationalization for a mechanic that you've fallen in love with?

In any case, feel free to make the argument. You might even persuade me, though I doubt it. But before you lecture others on supporting their arguments, you should defend this position.

My argument -- for what it's worth -- is that if the consequences of a mediocre result and of an excellent result are equivalent (though in different directions, obviously), then the chance of each should be about the same (assuming an "ideal roll" -- one with no modifiers).

Certainly in timing and damage, a "1" is the same distance from the theoretical d6 median roll of 3.5 as a "6" is. Thus, I can see no reason to make a "1" more likely than a "6" on an ideal roll. Unless, of course, the designer intends for the average result to be less than 3.5.

However, your proposed mechanic will always over-represent mediocre results compared with excellent ones. Rather convenient that you suddenly decided that this was okay.

If I designed the current mechanic, I'd hoist you on your own petard and observe that I think that it's no more unreasonable to skew towards excellent result than it is to skew towards mediocre results. And since I think the existing mechanic is (slightly) more intuitive, I'd stay with it.

And frankly, if those were my only options, I'd stay with the current mechanic. It's no more broken and slightly more intuitive.
 
The fact that you took the trouble to "fix" a mechanic whose primary purported defect was an overabundance of excellent results implies that you initially agreed with me that excellent and mediocre results should be about the same (in an ideal, no modifiers context). I saw no comments from you that an abundance of mediocre results was desirable until (a) you came up with your mechanic and (b) it was pointed out that your fix skewed significantly to mediocre results. Then, suddenly, you asserted that it was desirable to have a far higher chance of mediocre results on a typical roll than exceptional results. Given that you offered no real support for this position, I cannot help but wonder if it's really just a self-serving rationalization for a mechanic that you've fallen in love with?

Actually, now that you get to this point ... I think I might have been turned around in this argument at some point. Otherwise, I've been unclear, or you've simply misunderstood. But, it's probably the former. My apologies. I've deleted my point-by-point replies to earlier sections of your post in the hopes of clearing this up.

Let's take this back a pace.

Referencing the probabilities and degrees of success that I posted on the first page (note that after my first rough eyeball, I posted a more refined set of DoS right after the probabilities):

On an unmodified roll, the following probabilities exist (assuming the player wants the best level of success, and is willing to live with a poorer Timing die, which is the assumption you made in most of your arguments against the official system).

Incredible succes: 0
Excellent Success: 43%
Success: 50%
Marginal Success: 7%

Now, let's break down those success levels.

IMO, the Incredible Success should be rare. It's the highest level of achievement the system allows, and requires either a very simple task or a good deal of skill. Chances of an Incredible Success rise to 15% with a +2DM and 25% with a +4DM.

The Excellent Success represents an adequate job, and then some. This should be achievable by anyone who has the skills to succeed in the first place, and the motivation, inspiration or natural talent to go just that bit further. For modified rolls, the chances change to: -4 or -2DM = 0%, +2DM = 50%, +4DM 47%. The +4DM looks like it loses out, but this is because at +4, the chances of Incredible Success have shot up (combined probability for Incr and Exc are 65% for +2DM, and 72% for +4DM).

The simple Success is what you're aiming for. For many people, it's good enough, and they lack the skill or the motivation to go further. It's a passing grade, a satisfactory result. It gets the job done. Even someone with a -2DM can manage this 75% of the time (if they manage to succeed at all). +2 and +4DMs only fall this low a third or a quarter of the time respectively.

The Marginal Success just scrapes by. This result is just a bit better than a Marginal Failure. You're on the cusp of true success. A couple of these when faced with typical tasks in the workplace might not get you into trouble if your boss is a nice guy, but don't make a habit of it if you want to keep your job. Positive modifiers of any kind render these results even rarer -- if you're good enough to get the job done, you're probably slacking off, stressed or pre-occupied if you come up with marginal result. At a -2, you're gonna get a "scrape by" Marginal Success a quarter of the time. With a -4, it's the best you can do, and you should feel lucky you did that well.

So ... I don't think marginal results should overwhelm good results, nor do I believe that they do under this system. Not at all. I think they do overwhelm the very best results, on harder rolls, but that's because the very best results aren't contrasted with marginal successes -- they're contrasted with dismal or catasrophic failures.

Failures work basically the same way in this system, with a similar probability spread, although a Catastrophic Failure can only be forced on a player when undertaking multiple actions (because, in any other circumstance, they've either got a die which doesn't show a six, or they've succeeded). After some contemplation, I decided that wasn't such a bad thing -- in a momentary burst of inspired narrativism, it occurred to me that if Catasrophic Failures are voluntary, as a GM you can make them truly catastrophic, without worrying that the law of averages will inevitably inflict them.

My argument -- for what it's worth -- is that if the consequences of a mediocre result and of an excellent result are equivalent (though in different directions, obviously), then the chance of each should be about the same (assuming an "ideal roll" -- one with no modifiers).

Again, I don't believe they are opposite ends of a spectrum. Marginal results sit near the middle, with failures below. Anyway, either my explanations above helped you see where I'm coming from, or they didn't.

Certainly in timing and damage, a "1" is the same distance from the theoretical d6 median roll of 3.5 as a "6" is. Thus, I can see no reason to make a "1" more likely than a "6" on an ideal roll. Unless, of course, the designer intends for the average result to be less than 3.5.

As I mentioned in my first post, damage is possibly where this all falls apart. Apart from what you mention above, it also kills the simplification factor (no messing with the numbers, just read the die), if the damage system stays as it is. Using either an additive or multiplicative damage system, you need to invert the Effect die, which is certainly not an improvement on the current system.

For myself, I've already made significant changes to armour and damage for my own gratification. I've added a more compex armour system, and moved to an Xd6 damage system. While I think my (actually, I stole the idea from someone else here) armour rules go in a direction Gar isn't interested, I think dice of damage is much better suited to my succes system, and seems to have support from several posters here (dice of damage, that is). Anyway, I'm applying the following damage modifiers based on success:

Incredible +2d6
Excellent +1d6
Standard No change
Marginal -1d6

I'm aware that still doesn't meet your criteria for equivalents in degree from the norm having equivalent probabilities. I'm still not convinced that's strictly necessary, though -- in part because (again), marginal results aren't the bottom of the chart, failures are; and in equal measure because I don't think actual play experience is going to be enhanced by such precise mapping.

And frankly, if those were my only options, I'd stay with the current mechanic. It's no more broken and slightly more intuitive.

I'm interested to hear if my explanations have gone any way to changing your mind on that, at least.
 
One other point -- a bigger concern for me than too many excellent results under the original was the inconsistent way positive and minus DMs affected the spread of those results. So, to my mind, the big improvements are: the outside results are less common, DMs have a consistent effect without hiccups and no need to apply modifiers first to the roll and then the the Effect dice.

It also occurs to me that, for all intents, Success and Excellent Success in this system can probably be considered equidistant from the imaginary average result of 3.5. For whatever that's worth. And, I note that this doesn't quite map to my damage mods.
 
SableWyvern said:
The fact that you took the trouble to "fix" a mechanic whose primary purported defect was an overabundance of excellent results implies that you initially agreed with me that excellent and mediocre results should be about the same (in an ideal, no modifiers context). I saw no comments from you that an abundance of mediocre results was desirable until (a) you came up with your mechanic and (b) it was pointed out that your fix skewed significantly to mediocre results. Then, suddenly, you asserted that it was desirable to have a far higher chance of mediocre results on a typical roll than exceptional results. Given that you offered no real support for this position, I cannot help but wonder if it's really just a self-serving rationalization for a mechanic that you've fallen in love with?

Actually, now that you get to this point ... I think I might have been turned around in this argument at some point. Otherwise, I've been unclear, or you've simply misunderstood. But, it's probably the former. My apologies. I've deleted my point-by-point replies to earlier sections of your post in the hopes of clearing this up.

Let's take this back a pace.

<snip of explanations of different levels in current system>

My argument -- for what it's worth -- is that if the consequences of a mediocre result and of an excellent result are equivalent (though in different directions, obviously), then the chance of each should be about the same (assuming an "ideal roll" -- one with no modifiers).

Again, I don't believe they are opposite ends of a spectrum. Marginal results sit near the middle, with failures below. Anyway, either my explanations above helped you see where I'm coming from, or they didn't.

It isn't your explanations that trouble me. Rather, you seem to be redesigning the game (via redefining its definitions) to fit a particular mechanic. I personally find such an approach dubious.

Now, if the mechanic was REALLY REALLY cool, I'd have some sympathy. But I find little that's cool about the timing/effect mechanic. It's a great deal of trouble considering the minimal useful information it yields (especially since there are far simpler ways to generate that data if needed).

A digression on game design philosophy. Feel free to skip a bit...

1. Article 1 of my game design philosophy is that game rules -- wargame or RPG rules -- exist in a zero sum environment. Every additional rule, special case, mechanism, etc., increases the amount of hassle required to play the game. Obviously, a certain amount of hassle is tolerated, or we'd not play anything besides "heads or tails". But there is a limit to the amount of hassle that a player will tolerate before the game becomes "less enjoyable". While that limit varies somewhat from player to player, I don't think it varies that much. If I am right, then designers need to consider the implications. Myself, I have a couple of rules of thumb:

--Designers get paid the big bucks to decide what few important factors should be modeled in the game (and in the individual subsystems). If you can't do that, don't be a game designer. "Kitchen sink" designs that try to model everything indicate that the designer is incompetent and/or hopelessly indecisive.

-- "Use the simplest mechanics possible, taking into account what's being modeled and the degree of fidelity required. All else being equal, prefer simpler mechanics.". Remember that every additional mechanic, rule, or step required of the player, will increase hassle.

--Universal mechanics tend to yield universally mediocre results. Would you use a screwdriver to pound nails, drill holes and pry things up? You might, if you had no alternatives. But an intelligent craftsman would use a hammer, drill and crowbar if he could. Of course, neither should someone use different mechanics if a single mechanic will do the job as well or better. (This should explain my general lack of enthusiasm at the Traveller task system fetish).

--The primary emphasis for the designer should be to design a *fun* game. My nearly 30 years of gaming have convinced me that fast playing mechanics are the single most important factor in determining if a game is fun.

--To that end, design games that can be played fast. In particular, take full advantage of mechanics that enable "batch processing" (impossible with 2d6 mechanics). Also, a number of fast, simple die rolls are usually better than a single gnarly roll with all kinds of special rules, exceptions, charts, etc. (The current damage system fails this rule, as does the combat sequence of play).

2. "Cool" and "innovative" die mechanics are usually neither. Die rolls (particularly the 2d6 roll) have been around since wargaming started. That territory has been explored by a lot of very capable game designers (and by many, many more incompetent designers). So when a designer comes up with a "cool" and "innovative" mechanic based on such well-Travelled ground, he should be very skeptical. In all likelihood, there's a good reason that mechanic has not been used before. In the last 13 years, I've come across exactly ONE new d6-based mechanic that actually worked well. (So of course, I appropriated it for my rules set, A Fistful of TOWs). Every other "cool", "innovative" mechanic I've seen has turned out to be badly flawed in some way. Plaintiff's Exhibit A: the timing/effect system.

3. Do not design systems that frustrate the players. That's the job of the opponent (and Referee in the case of RPGs). Empower the players; make them take responsibility for their actions. If your system randomly frustrates players, (a) most of them won't enjoy it, though they won't tell you that (see below); and (b) they'll invariably blame the system on their failures. (The current combat system fails this rule in spades, as does random character generation in general).

4. Players lie. Gaming is a social activity and many folks don't want to offend a friend over a game. So to determine if a game is fun, OPEN YOUR EYES and see if the players are acting like they're really having fun.

5. "Innovation" is not inherently desirable. Most of the time, it's used to justify really poor design decisions.

--The tragedy is that there's plenty of room for innovation in the way otherwise stolid, "boring" mechanics are integrated into the whole design. But ironically, the focus on innovation at the game mechanic level seems to correlate with a lack of focus at the "big picture" level.

As a game designer myself, I can understand and sympathize with the natural desire to do something *new*. However, IMHO that desire should *never* cause the designer to use an obtuse, clumsy, defective mechanic when a better result could be obtained by using a tried and true mechanic. And the reality is that sometimes you cannot be innovative (within established parameters) and turn out a decent game. That, I fear, is the case here. The timing/effect system, the combat system and the damage system all seem to me to be the result of a desperate desire to innovate for innovation's sake. Each of them is fussy, obtuse and non-intuitive. And none of them work as well as several alternative systems that are available.

So at the end of the day, I don't think that you can persuade me that your approach adds anything to the equation. As noted, it looks to me like you're trying to redefine the game to fit a particular mechanic, which is a design approach that I find extremely disagreeable.

Certainly in timing and damage, a "1" is the same distance from the theoretical d6 median roll of 3.5 as a "6" is. Thus, I can see no reason to make a "1" more likely than a "6" on an ideal roll. Unless, of course, the designer intends for the average result to be less than 3.5.

As I mentioned in my first post, damage is possibly where this all falls apart. Apart from what you mention above, it also kills the simplification factor (no messing with the numbers, just read the die), if the damage system stays as it is. Using either an additive or multiplicative damage system, you need to invert the Effect die, which is certainly not an improvement on the current system.

Agreed. This is the problem with so many attempts to fix a defective mechanic -- the fix "breaks the system in other ways" to paraphrase Aramis. In this case, special rules are needed, which increase clumsiness. Or, a whole new combat system is required.

My experience has taught me that most seriously defective game systems cannot be fixed. They can be changed (which usually introduces additional defects), replaced, but not really fixed.

If you agree that the current timing and effect system is broken, then I strongly suggest that you consider whether it's really worth the effort to salvage some semblance of the current mechanic? I personally don't think it is.

For myself, I've already made significant changes to armour and damage for my own gratification. I've added a more compex armour system, and moved to an Xd6 damage system. While I think my (actually, I stole the idea from someone else here) armour rules go in a direction Gar isn't interested, I think dice of damage is much better suited to my succes system, and seems to have support from several posters here (dice of damage, that is). Anyway, I'm applying the following damage modifiers based on success:

Incredible +2d6
Excellent +1d6
Standard No change
Marginal -1d6

I'm aware that still doesn't meet your criteria for equivalents in degree from the norm having equivalent probabilities. I'm still not convinced that's strictly necessary, though -- in part because (again), marginal results aren't the bottom of the chart, failures are

Oh, I agree that the *effect* of marginal results can be defined so that they are less dramatic per occurence than the far less likely exceptional results. But again, that's redesigning the game to fit a certain mechanic, which I do not agree with.

And frankly, if those were my only options, I'd stay with the current mechanic. It's no more broken and slightly more intuitive.

I'm interested to hear if my explanations have gone any way to changing your mind on that, at least.

Not really, though I applaud your persistence. I understand your points (and am gratified that *you* understand that your system requires redefining excellent and mediocre results). I just don't think that the result will be better than the current system or even as good as any number of alternative systems. No shame in this; you're trying to work within someone else's mechanic. A good mechanic might not be able to fix a badly designed car.

As I said, I am not enthusiastic about wasting time trying to patch up a defective mechanic. I'd rather replace it with one that works well from the get go. And note that the statistical issues are not the only ones I have with the timing/effect system. So even if they were magically resolved, other issues would remain.

Assuming you had the patience to hack through my digression on game design philosophy, please consider my comments in light of that philosophy.
 
tbeard1999 said:
Now, if the mechanic was REALLY REALLY cool, I'd have some sympathy. But I find little that's cool about the timing/effect mechanic. It's a great deal of trouble considering the minimal useful information it yields (especially since there are far simpler ways to generate that data if needed).

There were two things about MGT that enticed me back into the Traveller fold after a long absence -- the turn sequence/initiative structure, and the basic concept of the Timing/Effect dichotomy. And, to be clear, I wasn't impressed with the novelty of it -- I liked the implications.

So, essentially, from where I'm standing, the mechanic is REALLY, REALLY cool, and I think that most of our disagreement really stems from anthithetical veiwpoints on this.


Meandering, semi-relevant anecdote follows:

Interestingly, I came up with my version of the mechanic while in the process of compiling an email to send to a few of my players, running through a simplified flowchart of the combat procedure to see if they considered it too complex and fiddly (this was my houseruled combat sequence, btw). In the course of actually writing the process down, I realised I didn't really need their feedback -- it was workable, but grossly inelegant. I still considered Gar's mechanic to have more going for it than against it, but it didn't play nice with other modifications I'd been making. I agreed with you that it had flaws, but I still believed it was offering something worthwhile.

I took a break from email composition, and gave the matter some thought on and off for the next hour. Suddenly, the solution dawned on me. I plugged my modifications into the combat sequence, and suddenly it was far, far more streamlined. As a bonus, it removed the need to fiddle with modifications to the Effect die, and fixed (or, at the least, improved) the basic relationship of DMs to Effect results (IMO).

Now I had the core concepts of Gar's mechanic, which had impressed me so much to begin with, I had my preferred damage/armour mechanic, and I had what is, IMO, a more streamlined task system overall (streamlined my be a subjective judegement here, but it works for me).

I finished up my newly edited email, and sent it out.

One of my players just responded, indicating that the procedure looks simple and effective. Anyway, getting to my main point: while this person is in no position to critically analyse the system (I didn't provide him with nearly enough information for that), he did have this to say: "The point up to where you determine damage is excellent! I particularly like the tradeoff between effect & next round initiative." :)

There may be better ways to model Timing/Effect, but I can't come up with any that offer the same choices with as much simplicity. And for myself, and at least one of my players, modelling Timing/Effect seems like it's going to be a large component of what we like about MGT (or my modified version thereof).

So, anyway...

We may have reached the point where all we can do is take this conversation round in circles. If so, I thank you for your time and your thoughts. If not, I welcome anything else you might have to say.

Oh, as to a few of your other points: Your principles of game design, I agree with in broad strokes (and, in some cases, quite specifically).

To the combat rules -- as my anecdote made clear, I was actually fixing the core mechanic to do what I wanted it to in combat As a result, for me there's no issue of needing a new combat system. If Gar wanted my mechanic, he would have to deal with that issue.

And, as a total aside, I happen to own FFoT (I was wondering why your name sounded so familiar, until I came across mention of you as the designer over on CoTI). Lacking dedicated wargaming friends, I've only managed to play one game, which didn't play too well. However, that was a combination of the terrain strongly favouring my longer effective ranges, and a poor understanding of that fact by both us until it became clear in play when my opponent exposed himself well before he could engage. I'll have to get around to playing some more eventually. Too bad my micro-armour only gets dusted off once every four or five years.
 
captainjack23 said:
Well, to be honest, I've pretty much decided that the issues that tbeards analysis identifies and that your fix address, aren't ones that really concern me...

Not to pick on the Cap'n, now, but only to illustrate a point: What I'm seeing with regularity on these boards when a flaw in the system is pointed out is, "Ah, yeah, that's a minor issue, and even though its flawed, it's not a big enough issue to worry about."

What ever happened to doing the best job you can, turning out a product without flaws?
 
Supplement Four said:
captainjack23 said:
Well, to be honest, I've pretty much decided that the issues that tbeards analysis identifies and that your fix address, aren't ones that really concern me...

Not to pick on the Cap'n, now, but only to illustrate a point: What I'm seeing with regularity on these boards when a flaw in the system is pointed out is, "Ah, yeah, that's a minor issue, and even though its flawed, it's not a big enough issue to worry about."

What ever happened to doing the best job you can, turning out a product without flaws?

Whatever happened to not using my out-of-context quotes to lead in to your post ?
I'd really appreciate it if you edit that out, please.
<edited for politeness, it was late, I was tired, and I took out my nasty stick uneccessarily. Sorry ! > :oops:
 
captainjack23 said:
Whatever happened to not using my out-of-context quotes to lead in to your self-indulgent complaining?
I'd really appreciate it if you edit that out, please. I want nothing to do with this discussion, or your need to act out in a public forum.

<edited for politeness, original post sent as PM>

Well, that was kinda nasty, Cap'n. When I said I wasn't picking on you, I meant I wasn't picking on you. I've seen more than one person say (when a flaw is pointed out), "Yeah, it's flawed, but I don't care." In essence.

And, I have no need to act out in a forum. I'm posting very little. Nothing is changing anyway.

My tone is negative because I'm disappointed in Mongoose. After seeing what they did with Conan, I was extremely excited to see they were going to push forth with Traveller.

But, looking at the game, it's broken. GMs that aren't invested in the game emotionally (as Sablewyvern is..."I love the T/E mechanic even if it is broke!") can see it.

I'm disappointed that Mongoose isn't fixing it.

It seems as if the Mongoose thinking is: "I've got a deadline, and I can turn out something good enough." What I wanted to see is: "Wow, this is Traveller! I'm going to create the definitive version!"

I'm with TBeard. I think there will be an initial flurry of purchases, and then MGT will die out.

Sad. I don't want it to. I'd like to see Traveller succeed. But, I'd also like to see a superior game system too--not one that is just "good enough".
 
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