Thoughts on effect dice, skills and talents

captainjack23

Cosmic Mongoose
(Moved over to own thread to avoid being buried)

One of the issues that Traveller seems to wrangle with is skills vs traits; in fact, just about any RPG since traveller has had to deal with this.

Without starting a basic discussion, my thought is that traveller really is about skills-in the future, science and technology tend to obviate the usefulness of Conan types (or grey moser, and obviously Gandalf), or another way, fantastic People with fantastic abiliites in fantastic situations. Which is cool. What traveller seems to present to me is Real people using Futuristic skills to overcome Fantastic situations. No need to discuss this, this is just context for my post.

I'll state that I think that skills are the essence of traveller.
I'll also state that I think abilities should allow characters to go beyond their skills, and to excel in their skills.
I'll finally state that too many pluses spoil the bell curve.

Again, just context.

Problem is, since skills and abilities IRL are really a false dichotomy (bear with me, here) the effects are hard to model, and usually in an rpg, one stomps the other. And both often stomp the Bell curve.
It is difficult particularly when looked at from a task or process perspective, ie , do I succeed or fail ?

Another way to differentially reflect the importance of skill relative to talent may be to split the effects of skills and talents between task and result, giving different wieght in the two situations.

iA suggestion to start with: when checking for effect, add only the skill modifier - including the -3 if unskilled.

The effect is that talents helps you succeed, and can be seen to have nearly equal weight, but for any outcome other than succeed/fail, skill determines quality.

If you are using talent (Dex +3) to overcome a total lack of skill (-3), you may succeed (roll 8+), but the result is very likely to be a MacGiver/Bodgejob/bailing wire and gum sculpture. (effect -3, minimum 1)

It might be good to also including the difficulty mod, perhaps capped to the skill level : that way one doesn't always have skilled people producing excellent results no matter what the difficulty. (skill 2 would get the "exceptional result 50% of the time; seems a bit extreme, speaking as having at least one skill 2 IRL).

I suggest the cap as the difficulty scale is different from the skill scale, so it won't take much for all difficult tasks to produce shoddy results,( and thus punishing the attempt to challenge oneself)

The above doesn't effect the accumulation of pluses wacking the Bell curve, I admit. I'm open to suggestions.

Comments ? [/i]
 
The part about skills and stats applying to the effect roll, I totally agree with.

Applying diffiulty is less obviously good.

It does get round the "poorly skilled character attempting something difficult will always get a high level of success" issue, by toning down the fives and sixes needed for such a success.

ON the other hand it punishes the highly skilled the same, so that even someone with skill -3 is going to struggle to get a good success on a -4 difficulty.

A suggested improvement would be to subtract the difficulty only when it is higher than the skill. I know this will produce a hump in the spread but it rewards skill.

any thoughts?
 
Andrew Whincup said:
A suggested improvement would be to subtract the difficulty only when it is higher than the skill. I know this will produce a hump in the spread but it rewards skill.

any thoughts?

I think I like this. It certainly meshes well with some of the things I've been thinking about doing with respect to Effect as damage, and would allow me to bring my own house rules for combat (if I stick with them rather than going with the final, official combat rules) into much closer alignment with the rest of the system.
 
Essentially, you're just sugesting Draft 1's version of the task system, which I've already posted in favor of elsewhere.
 
I'll ditto that.

Another point, and in the danger of repeating myself from the 'other' thread:

Attributes, traits, stats, what-have-you, are not just a measure of natural talent, but are also experiential or part of maturing, so in fact are part-skill also.

It's not a dichotomy; it's a continuum.
 
Klaus Kipling said:
I'll ditto that.

Another point, and in the danger of repeating myself from the 'other' thread:

Attributes, traits, stats, what-have-you, are not just a measure of natural talent, but are also experiential or part of maturing, so in fact are part-skill also.

It's not a dichotomy; it's a continuum.

Exactly, and well said. Thus , "a false dichotomy".
 
AKAramis said:
Essentially, you're just sugesting Draft 1's version of the task system, which I've already posted in favor of elsewhere.

It is ? Well, it isn't in version 2, or, at first glance, version 3. Which seems of more relevance.

Perhaps it is still an issue to discuss ? Although if it was deleted, and still is two iterations later, it may be a dead issue.
 
captainjack23 said:
AKAramis said:
Essentially, you're just sugesting Draft 1's version of the task system, which I've already posted in favor of elsewhere.

It is ? Well, it isn't in version 2, or, at first glance, version 3. Which seems of more relevance.

Perhaps it is still an issue to discuss ? Although if it was deleted, and still is two iterations later, it may be a dead issue.

It is part of a two fold issue. The basic task mechanic is great; fast, playable.

I feel that stats should not add to success levels & timing, but doing so is a simplification, and should be an optional rule.

In either case, capping SL's at a 6 and basing timing off of a 6 cap is not happy... especially since the average adjusted Success Die in combats I have run was into the 7-9 range, and we were not adding stats to timing and success levels (which, using point based, the only ones with negatives are Soc, and that for two characters).

I suggested before and will suggest again changing to a 10-point range for timing and success, along with not using Stats on Timing and success.

I'll repost here the table (again) that I suggested.
Code:
Res  Time  Effect      Cont/Coop Failure      Cont/Coop  
 1-  x10   Marginal       +1     Superlative     -5
 2    x9   Marginal       +1     Superlative     -5
 3    x8   Poor           +2     Exceptional     -4
 4    x7   Poor           +2     Exceptional     -4
 5    x6   Average        +3     Average         -3
 6    x5   Average        +3     Average         -3
 7    x4   Exceptional    +4     Poor            -2
 8    x3   Exceptional    +4     Poor            -2
 9    x2   Superlative    +5     Marginal        -1
10+   x1   Superlative    +5     Marginal        -1
 
AKAramis said:
captainjack23 said:
AKAramis said:
Essentially, you're just sugesting Draft 1's version of the task system, which I've already posted in favor of elsewhere.

It is ? Well, it isn't in version 2, or, at first glance, version 3. Which seems of more relevance.

Perhaps it is still an issue to discuss ? Although if it was deleted, and still is two iterations later, it may be a dead issue.

It is part of a two fold issue. The basic task mechanic is great; fast, playable.

I feel that stats should not add to success levels & timing, but doing so is a simplification, and should be an optional rule.

In either case, capping SL's at a 6 and basing timing off of a 6 cap is not happy... especially since the average adjusted Success Die in combats I have run was into the 7-9 range, and we were not adding stats to timing and success levels (which, using point based, the only ones with negatives are Soc, and that for two characters).

I suggested before and will suggest again changing to a 10-point range for timing and success, along with not using Stats on Timing and success.

I'll repost here the table (again) that I suggested.
Code:
Res  Time  Effect      Cont/Coop Failure      Cont/Coop  
 1-  x10   Marginal       +1     Superlative     -5
 2    x9   Marginal       +1     Superlative     -5
 3    x8   Poor           +2     Exceptional     -4
 4    x7   Poor           +2     Exceptional     -4
 5    x6   Average        +3     Average         -3
 6    x5   Average        +3     Average         -3
 7    x4   Exceptional    +4     Poor            -2
 8    x3   Exceptional    +4     Poor            -2
 9    x2   Superlative    +5     Marginal        -1
10+   x1   Superlative    +5     Marginal        -1


I see the issue ...in the combat I ran, one of the problems did seem to be that the range was too compressed; and that reallyreally good rolls were lost in the compression. (the buggers had at least four boxcar rolls for shooting, the swine: cue smug declarations of "I'll use this six for effect and this six for timing - no, wait. Can I change my mind ?". Gah.)

I dont have the draft available right now, so its not apparent to me where you stretched the 1-6 results for effect/time - top, bottom or middle ?

Looking at the above, I have to say that setting some success results outside the range of a normal (level-0) practitioner does irk me a bit, as does having the worst results in said range, but this issue does seem to be far less important than what it addresses. So, given that the unskilled penalty is explicitly included with a cap at the endpoints, , I think that is a very useful approach.



Quick clarification though - you're not suggesting a d10 revision, are you ? Otherwise the above is irrelevent.
 
AKAramis said:
I suggested before and will suggest again changing to a 10-point range for timing and success, along with not using Stats on Timing and success.

I'll repost here the table (again) that I suggested.
Code:
Res  Time  Effect      Cont/Coop Failure      Cont/Coop  
 1-  x10   Marginal       +1     Superlative     -5
 2    x9   Marginal       +1     Superlative     -5
 3    x8   Poor           +2     Exceptional     -4
 4    x7   Poor           +2     Exceptional     -4
 5    x6   Average        +3     Average         -3
 6    x5   Average        +3     Average         -3
 7    x4   Exceptional    +4     Poor            -2
 8    x3   Exceptional    +4     Poor            -2
 9    x2   Superlative    +5     Marginal        -1
10+   x1   Superlative    +5     Marginal        -1

That's a reeaally good idea. That scales really well with the new damage mechanic too - as it stands, I feel v3 weapons are now a bit underpowered.
 
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