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2d6 vs TN greater then 12
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<blockquote data-quote="aramis erak" data-source="post: 6950377" data-attributes="member: 6779310"><p>Megatraveller has 7 actual levels of difficulty, 5 with dice roll mechanics (and explicit call out in rules)...</p><p>All tasks are set up as 2d6 +AssetA +AssetB (optional ±2 for gear quality</p><p>An asset is either attribute÷5 (round down) or a skill (at full level).</p><p>Good gear adds +1 to the roll, bad -1.</p><p></p><p>Automatic - no roll</p><p>Simple 3+ on the roll </p><p>Routine 7+ on the roll</p><p>Difficult 11+ on the roll</p><p>Formidable 15+ on the roll</p><p>Impossible 19+ on the roll</p><p>Auto-fail - no roll.</p><p></p><p>On any roll, a nat 2 is a mishap - but may still succeed.</p><p>On any roll, a nat 12 succeeds.</p><p>Make or fail the roll by 2 or more for exceptional success/failure.</p><p>Halve the needed time, shift difficulty one harder.</p><p>Double the needed time, shift difficulty one easier.</p><p>if the situation makes things harder, shift difficulty one step harder; easier, one easier. Two shifts should be rare</p><p></p><p>So, let's take a basic task definition:</p><p style="margin-left: 20px">To shoot a guy at short range with a pistol: Routine, Dex, Pistol. 1 Action.</p><p>Routine means 7+</p><p>Dex, being an attribute (on traveller's 1-15 attribute scale), is divided by 5. Policeman Joe Normal is Dex 7. So that's 7÷5=1</p><p>Pistol, being a skill, is added straight. He's a well trained shot - pistol 2.</p><p>So Joe needs a 7+ on 2d6+1 (from dex) and +2 (from skill), for a 2d6+3 total.</p><p>If he spends the turn prior aiming, it's one easier; 2d6+3 for 3+</p><p>If he draws and fires (shooting from the hit), it's harder - make it difficult 11+</p><p style="margin-left: 20px">To replace a broken Firing Pin: Simple, Mechanic, Pistol</p><p>Improvised tools? Make it routine.</p><p>Missing either skill? Up one difficulty for each missing.</p><p>Rushing? Another difficulty</p><p>So, fixing it in a hurry with just a pocketknife and without being trained in mechanics? Joe's still rolling 2d6+3... but now needs Sim ↗︎ Rou (unskilled) ↗︎ Dif (Improvised tools) ↗︎ Form (rushing). Joe needs 15+ on 2d6+2 (his pistol skill)... he's going to fail. The question is how badly... he can get a marginal success on a nat 12 if the Ref lets him roll at all...</p><p></p><p>What's lost in granularity is made up for with handling speed.</p><p></p><p>Decipher Trek is substantially similar, but always uses one attribute and one skill, and open ends a 12 to 1d6+12, hence the higher difficulty TN's. (plus higher expected skill - the default is Att 7 gives +0 and skills in field usually start around 4.)</p><p>It also groups collections of direct situational modifiers to the base difficulty, which said difficulty is "Normal working conditions for that skill"... so only combat skills are presumed to be combat use...</p><p>It's not nearly as clean to run as MT...</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6950377, member: 6779310"] Megatraveller has 7 actual levels of difficulty, 5 with dice roll mechanics (and explicit call out in rules)... All tasks are set up as 2d6 +AssetA +AssetB (optional ±2 for gear quality An asset is either attribute÷5 (round down) or a skill (at full level). Good gear adds +1 to the roll, bad -1. Automatic - no roll Simple 3+ on the roll Routine 7+ on the roll Difficult 11+ on the roll Formidable 15+ on the roll Impossible 19+ on the roll Auto-fail - no roll. On any roll, a nat 2 is a mishap - but may still succeed. On any roll, a nat 12 succeeds. Make or fail the roll by 2 or more for exceptional success/failure. Halve the needed time, shift difficulty one harder. Double the needed time, shift difficulty one easier. if the situation makes things harder, shift difficulty one step harder; easier, one easier. Two shifts should be rare So, let's take a basic task definition: [indent]To shoot a guy at short range with a pistol: Routine, Dex, Pistol. 1 Action.[/indent] Routine means 7+ Dex, being an attribute (on traveller's 1-15 attribute scale), is divided by 5. Policeman Joe Normal is Dex 7. So that's 7÷5=1 Pistol, being a skill, is added straight. He's a well trained shot - pistol 2. So Joe needs a 7+ on 2d6+1 (from dex) and +2 (from skill), for a 2d6+3 total. If he spends the turn prior aiming, it's one easier; 2d6+3 for 3+ If he draws and fires (shooting from the hit), it's harder - make it difficult 11+ [indent]To replace a broken Firing Pin: Simple, Mechanic, Pistol[/indent] Improvised tools? Make it routine. Missing either skill? Up one difficulty for each missing. Rushing? Another difficulty So, fixing it in a hurry with just a pocketknife and without being trained in mechanics? Joe's still rolling 2d6+3... but now needs Sim ↗︎ Rou (unskilled) ↗︎ Dif (Improvised tools) ↗︎ Form (rushing). Joe needs 15+ on 2d6+2 (his pistol skill)... he's going to fail. The question is how badly... he can get a marginal success on a nat 12 if the Ref lets him roll at all... What's lost in granularity is made up for with handling speed. Decipher Trek is substantially similar, but always uses one attribute and one skill, and open ends a 12 to 1d6+12, hence the higher difficulty TN's. (plus higher expected skill - the default is Att 7 gives +0 and skills in field usually start around 4.) It also groups collections of direct situational modifiers to the base difficulty, which said difficulty is "Normal working conditions for that skill"... so only combat skills are presumed to be combat use... It's not nearly as clean to run as MT... [/QUOTE]
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