We have different definitions of outcome.No, a roll of 2d6 has 12 outcomes, a roll of "d66" has 36 outcomes, each with a flat percentage of ~3%
Not the same thing at all, stop for a moment and think about what you are saying.
By what criteria? Exceptional on p61 is either rolling 6 more or less than the target. With a default 8+ you can get that rolling snake eyes. Entirely possible on 2d6 without any modifiers. Once you count modifiers and effect of 6 one way or the other is entirely possible.An 8+ target number has a 42% chance of success with no modifiers, if you want to consider it as two potential outcomes then success is 42%, fail is 58%.
Exceptional is usually for more than 2 standard deviations, but the limits of the 2d6 roll don't allow for that.
We are not talking about probability theory we are talking the rolls in Traveller (and specifically MGT2 Traveller in my case).
Not sure what you mean, 3 of the outcomes on the Chain Table are failures and apply a negative modifier.Six successful outcomes, each with their own percentage chance of occurrence.
I agree space combat applies too many modifiers. Space combat is a bit pants in general though (and the outcome is a bit digital either the ship is destroyed and all characters die or it isn't and it just becomes spreadsheets in space managing the repairs) so I avoid it.Boon and bane are a great mechanic, what isn't so great is a PC with a DM of+10 rolling against a standard target of 8... this is especially noticeable in space combat.
Normal combat requires you to make choices to get those ridiculous modifiers (aim for 2 turns gets you +6, but that means not firing for 2 turns).
I don't allow too much unearned stacking. If the player is smart enough to engineer the situation so that they can bring multiple DMs to bear then that is intelligent play. It is generally easier to accommodate an unexpected success by a character than a fluffed roll when the plot was assuming success. However regardless, the dice decide we abide (unless we decide to deus ex machina).I think that greater use of the boon/bane mechanic in place of stacking DMs would create a better resolution system for 2d6.
8+ is supposed to pose a moderate challenge to a "trained professional".Or use percentile dice.
The game assumes a standard difficulty of 8+, perhaps shifting the standard difficulty to 12+ would make for a "better game".
"Trained" is skill 0. I know there are others that apply skill inflation and contest that a professional should be skill level 2 or higher, but a professional is someone who does something for a living not someone who is a subject matter expert.
On p90-91 we are told a "Skilled Professional" has 2 or 3 levels in skills related to their profession. I took that to mean they have a total of 2-3 levels in those skills, not that they have 2-3 levels in EACH of those skills.
You can spend 4 years in basic training and at the end of it you are a trained professional (it's your job). You may end up with no skill above level 0. You are still a trained professional.
I didn't think I was telling you. I offered a suggested solution to a problem that you implied you were experiencing. Personally I am not convinced someone with KCr100's in cyberware is in any way a "blue-collar worker". Blue collar workers are usually the background characters in space opera. A prosthetic arm partially paid for by the company due to some industrial accident is blue collar. A cyber arm makes you "Molly Millions" and a gun for hire, not a salaryman.You don't get to tell me how to play or referee, all I am pointing out is what is allowed by the rules as written. Traveller characters with cyberware and other augments are becoming street level super heroes rather than blue collar space workers...
The trope of cyberpunk is for the majority of main characters not to even have extensive cyber ware, the chromed ones are usually the target or the big bad.
"Your" setting.You should see how augmented some of the characters in my Culture setting are.
Exactly my point and entirely as it should be, the sniper has leveraged every advantage and should not really miss, it isn't hard to hit an unsuspecting target from even quite far away if you get to choose the time of attack. The marine however should be using his training to avoid being in situation where he is the target of a sniper. That is less about skill levels and more about players making dumb decisions. We can be charitable and allow them a Recon skill check to allow them to identify the likely sites of snipers (it's always a church tower in the movies but that isn't necessarily true in real-life) even if they don't know about a specific immediate threat. If they insist in irritating the local crime boss, establish a routine of sitting at a particular cafe at a particular time that is within 200m of an abandoned church then they are not behaving like a 5-term marine.A 5 term marine and a 1 term scout both face the same chances when their opponent snipes them from surprise with a laser rifle...
It is not the game doing that, that is a referee decison.The problem as I see it is the game allowing easy access to very high DMs via equipment and augmentation.
Only Agent and Army careers allow 1 in 6 chance of a TL12 augmentation as a benefit, it is still for the referee to allow any specific augmentation or equipment. As the limit is KCr75 there are not many that are in budget. The chance of getting the benefit twice (where you can exceed that limit) is naturally lower (on average you would need to take 7 non-cash benefits to get it twice). Other careers offer an equipment benefit but it is often quite poor and the cash is often a better option. If you take it then getting a +1 or +2 sounds a reasonable compensation.
Personally I only allow equipment from the core rules as mustering out benefits. Stuff from CSC etc. needs to be bought in game or is an adventure reward (usually compensating for something the character cannot do rather than making them infallible in something they can already do pretty well). Very little equipment allows you to stack onto a skill bonus. Again I generally only allow 1 piece of equipment to be used at a time. I think DM+2 is the most that a toolkit can provide and that already includes an expert system.
If you are really lucky you might get a skill augment and a toolkit, but that just means that in a single specialism of a skill you are 'da man'. If you have Electronics(Computers)-2 get +1 for a stat and another +2 for equipment and +1 for an augment for a total DM+6, that is your USP, so go team you (you can still fail an average check 1 time in 36 which still makes you pretty fallible in the long term). The referee does not have to spoon feed you computer based adventures though.
"You spend 4 weeks refactoring the ISS data management system. Roll a skill check - ok you get effect x KCr1 as a bonus. You are leaving the building when you get a weird feeling - Roll an Average Recon check - ooh effect -3, never mind. You see a heavy set, rough looking type step out behind a support pillar. Ok, you turn around only to see another man directly behind you holding a stubby pistol. He shrugs sympathetically before your body is wracked in pain from the stun pistol. Ouch, it completely drops your endurance and you crumple in a twitching heap and the world goes dark."
Plenty of good fiction throws someone who is a solid genius in some skill into totally the wrong environment to see them flounder and eventually overcome. These are the good stories.
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