Trying something different

GuernseyMan

Mongoose
I've been quite vocal on the forum about my reluctance to use boon/bane in my game. I have had a really good think about it and come up with the following:

My problem with Boon/Bane overall is that it is a tool which is designed to solve a problem which shouldn’t exist in a well-designed game. Traveller was one of the earliest roleplaying games and didn’t come under the scrutiny that a game would get today.

Rolling 2d6 does not give the sort of granularity which is needed once you start looking at modifiers. There are only 11 different results between 2 and 12. If we begin with a base target number of 8 then we only have to increase by 5, to 13, for the task to become impossible. Equally dropping the target by 6, to 2, will give an automatic success.

Individual DMs rarely get to that but combinations can very easily get there. The boon/bane method of combatting this is an extra step on top of the starting difficulty number and DMs and is just an attempt to reign in the size of the modifiers.

My plan, for my game, is to increase the granularity of the rolls. There are two ways to do this:

1. Increase the size of dice rolled. 2d8 gives 15 granularity and 2d10 gives 19.
2. Roll more dice. 3d6 will give 16 separate results (3 to 18 inclusive).

My choice is the 3d6 route. This increases the granularity by 5 points which can have quite a marked effect on the game. In order to balance the increased rolls I would like to increase every target number by 3½, the average roll of the extra d6. I can’t unfortunately so I’ve decided on adding 3 to all the difficulties across the board. This means that the vast majority of the checks become easier as can be seen in the attached table:

Capture.png

http://s11.postimg.org/x58x1mjbn/Capture.png

The widest difference is in the middle as expected where the new system would make checks succeed almost 10% more often with much smaller gains as you near the end of the chart.

The advantages are apparent. Toward the high end of the table tasks which were previously impossible are now just extremely unlikely, still worth a roll. At the low end of the table you actually need to get to a difficulty which would have been 0 to have a guaranteed success. Effectively this adds 3 points to the top end and 2 to the bottom end which, in my experience, is just enough to cater for the base difficulties and DMs.

Disadvantage: “It’s not Traveller canon/tradition”. Well, neither is boon/bane.

The other disadvantage is that it obviously changes the chances of success. If you really want to debate whether a moderately skilled and educated person has a 41.7% chance of fixing a fusion reactor or a 50% chance then that’s fine. I will not join in that discussion.

As said this is something I will try with my group but I thought I would share it with the community.
 
With everything there is give and take. Part of me likes what this brings to the table.

To play devils advocate though, part of me misses an aspect of the CT like "wing it" and just do what makes sense type system. Such and such task is automatic and no roll is needed at level 2 (maybe performing CPR). Such and such task wouldn't even be attempted by someone with half a brain if they were unskilled (maybe trying to disable an explosive device). In some cases you want a system where something can become automatic or impossible. In some cases you don't. To me, this is where I see bane/boon serving a purpose instead of a one solution fits all 2d6 or 3d6 system.
 
It's not for everyone and I have absolutely no idea how it will work in practice. We will try this out in our next session and see how it works. It is still possible to get to "Impossible" it just takes a bit longer to get there.

I have to do something because none of my group like boon/bane so it's pointless continuing with it. Other groups seem to be getting on well with it so thats fine.

(maybe trying to disable an explosive device)

I would always let someone have a chance at this. Even if it needs an 18. If they roll 3 sixes then they deserve to disarm it. :D
 
GuernseyMan said:
Traveller was one of the earliest roleplaying games and didn’t come under the scrutiny that a game would get today.
Says the guy that proceeds to bring up 2d8, 2d10, and 3d6. And chucks the 2d6.
 
I really don't understand your post.

My original post means that when Traveller was originally launched Marc did not have the benefit of a large internet beta to help him design it. I may not have been too clear on that.

Why does that have anything to do with my discussion of dice types or numbers?
 
GuernseyMan said:
I would always let someone have a chance at this. Even if it needs an 18. If they roll 3 sixes then they deserve to disarm it. :D
Note that comments will be based on current system and not your proposed system.

I do see your point but I'm a little surprised by it. It is part of what we've discussed in the other thread. A reason FOR boon/bane. To keep the rolls within the same range while still making things more or less likely.

With a task set up such that there is a chance that even an unskilled character can succeed with a 12, a -1 DM now makes it impossible. A bane will still allow a roll of 12 but make it more difficult, needing that 18 so that when the lowest dice is dropped you still have a 12.
 
CosmicGamer said:
With a task set up such that there is a chance that even an unskilled character can succeed with a 12, a -1 DM now makes it impossible. A bane will still allow a roll of 12 but make it more difficult, needing that 18 so that when the lowest dice is dropped you still have a 12.
Wouldn't a Bane drop the highest die rolled? :?:
 
-Daniel- said:
CosmicGamer said:
With a task set up such that there is a chance that even an unskilled character can succeed with a 12, a -1 DM now makes it impossible. A bane will still allow a roll of 12 but make it more difficult, needing that 18 so that when the lowest dice is dropped you still have a 12.
Wouldn't a Bane drop the highest die rolled? :?:
Yes, thanks, got that backwards.
 
GuernseyMan... GURPS uses 3d6 to great effect, and often achieves higher levels of realism as a result. There are two things you can do from here...

1. Read through some GURPS rulebooks, and just use those modifiers instead of the Mongoose ones

2. Play GURPS Traveller, and use "bang" skill rules to reduce the relevant skill pool down to more familiar levels

I would suspect that Mongoose would never ever use a raw 3d6 system for the completely rational fear of stepping on Steve Jackson Games's litigious toes. A 2d10 system would be more reasonable than a 2d8 system, if only because White Wolf has guaranteed that d10s are simply more popular than d8s.
 
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