EDG said:
He's also stunningly modest, in case anyone hadn't noticed.
I wasn't boasting. The UGM is superior in several ways. It can duplicate any roll excatly from CT publications. Critical Success is easier to acheive the easier the task and the higher skilled the character. Critical Failure is harder to avoid the harder the task and the lower skilled the character. The UGM can duplicate (mathmatically) throws in MT supplements (making it extremely compatible with all the CT and MT publications out there). The T/E mechanic is not a part of the UGM. And, there is no stat bloat using the UGM. Etc.
All of these are things that the MGT system can't claim. For those reasons, and more, I claim the UGM is a superior task system.
I'm still scratching my head over why you would go to all the bother of redesigning a system (presumably to fix issues that you perceived in the game) and also go on at length about how great you think it is and how everyone else should use it... and then just not use it in your own games.
I've designed several task systems for Traveller. The UGM isn't the first one. (It is the best one for use with CT, though).
I believe in CT's non-structured task system, though. I'm a convert. So many people believe that CT "needs a task system", and the UGM provides that for them.
As for me, I don't believe (any longer) that CT's task system needs to be changed. A good, competent, creative GM is all that CT needs in order to enforce the sturctureless task system.
That's what I use in my game. I make up a roll on the spot (typically using Rule 68A, but not always) that I think is appropriate to the situation, and we roll with it (pardon the pun).
Say...EDG. What's the deal with you, anyway? Have you got a hard-on for me or something? You seem to be replying to my posts in a baiting style, hoping that I'll get into a flame fest with you.
Is that what you want? Is that what you're gunning for?