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Worlds of Design: Too Much Dice?
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<blockquote data-quote="aramis erak" data-source="post: 9026186" data-attributes="member: 6779310"><p>Not all Traveller editions do that. Specifically, only Classic, Mega, and Mongoose do.</p><p>T4 is dice by difficulty, 1d6 to 5d6 <= Att+Skill</p><p>T5 is like T4, but with no firm upper cap on difficulty. Astrogation tasks can get way up there.</p><p>T:TNE is 1d20 <= (Att + Skill) * Diff Mod.</p><p>T20: Traveller's Handbook is, of course, 1d20 for skills, full set of polys needed for combat, just like D&D 3E...</p><p>And GT and GTIW are the GURPS Standard of 3d6 for tests.</p><p></p><p>And to be thoroughly pedantic, Even CT isn't consistently 2d6 + skill for 8+... that's just the combat system and some of the skills; a number are not rolled, but just provide benefits. Navigation, for example, isn't rolled for most of the time, it's just needed when plotting a course. On world, it requires a throw (unspecified dice) at +1 per level. Medical isn't rolled to treat injuries; it mostly is just if you meet the requirements, you provide the needed medical aid for the healing rules, Skill 1 to treat minor wounds, skill 3 to treat serious ones. Medical does have the occasional roll - but only for waking up low passage passengers.</p><p></p><p>Many people apply the combat to hit mechanic broadly, but I have it on good authority (Marc Miller himself) that Marc has always used Xd6 vs Stat+Skill outside combat. This is corroborated somewhat by Book 0 including odds for 1d6 to 5d6... and, once free of Loren's editorial oversight, with T4, Marc reverted to it. And stuck with it for T5. Likewise, one of the CT adventures slipped through a 3d vs combined strength. </p><p></p><p>Classic Traveller's actual rules remove a lot of what would be rolled in later editions and/or other games, by just thresholding upon skill level. </p><p></p><p>Another game with reduced dice: BTRC's <strong><em><u>CORPS</u></em></strong> 1E/2E. The mechanic is if skill > difficulty, no roll needed, difference is used if a result margin is needed; if skill less, then 1d10 > 11-(2*difference) to succeed, and the margin is derived from the die roll vs the needed die roll.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9026186, member: 6779310"] Not all Traveller editions do that. Specifically, only Classic, Mega, and Mongoose do. T4 is dice by difficulty, 1d6 to 5d6 <= Att+Skill T5 is like T4, but with no firm upper cap on difficulty. Astrogation tasks can get way up there. T:TNE is 1d20 <= (Att + Skill) * Diff Mod. T20: Traveller's Handbook is, of course, 1d20 for skills, full set of polys needed for combat, just like D&D 3E... And GT and GTIW are the GURPS Standard of 3d6 for tests. And to be thoroughly pedantic, Even CT isn't consistently 2d6 + skill for 8+... that's just the combat system and some of the skills; a number are not rolled, but just provide benefits. Navigation, for example, isn't rolled for most of the time, it's just needed when plotting a course. On world, it requires a throw (unspecified dice) at +1 per level. Medical isn't rolled to treat injuries; it mostly is just if you meet the requirements, you provide the needed medical aid for the healing rules, Skill 1 to treat minor wounds, skill 3 to treat serious ones. Medical does have the occasional roll - but only for waking up low passage passengers. Many people apply the combat to hit mechanic broadly, but I have it on good authority (Marc Miller himself) that Marc has always used Xd6 vs Stat+Skill outside combat. This is corroborated somewhat by Book 0 including odds for 1d6 to 5d6... and, once free of Loren's editorial oversight, with T4, Marc reverted to it. And stuck with it for T5. Likewise, one of the CT adventures slipped through a 3d vs combined strength. Classic Traveller's actual rules remove a lot of what would be rolled in later editions and/or other games, by just thresholding upon skill level. Another game with reduced dice: BTRC's [B][I][U]CORPS[/U][/I][/B] 1E/2E. The mechanic is if skill > difficulty, no roll needed, difference is used if a result margin is needed; if skill less, then 1d10 > 11-(2*difference) to succeed, and the margin is derived from the die roll vs the needed die roll. [/QUOTE]
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