2d6 roll target number or higher - mechanics


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The target number in Mongoose is 8. Classic had variable target numbers based on how difficult is was perceived to be. I don't recall those numbers because I have been running Mongoose for too long.

In Mongoose Traveller you add bonus from skill and attributes, identical to level and attributes in D&D, then you add or subtract any further modifiers from being aided, really good gear, great range, cover, poor visibility, etc... just like you would in D&D from spells, range, cover, etc...
 

The target number in Mongoose is 8. Classic had variable target numbers based on how difficult is was perceived to be. I don't recall those numbers because I have been running Mongoose for too long.

In Mongoose Traveller you add bonus from skill and attributes, identical to level and attributes in D&D, then you add or subtract any further modifiers from being aided, really good gear, great range, cover, poor visibility, etc... just like you would in D&D from spells, range, cover, etc...

I never played D&D only AD&D 1E and 2E; however, I know what you are saying. I will have to checkout the Classic Traveller, but I do have a copy of Mongoose Traveller, so I will review the material...

thanks.
 

You can buy new compiled print copies of Classic from Far Future Enterprises. If you want to see it in its original format the $35 CD's are a awesome deal. They contain LOTS of material.
 

You can buy new compiled print copies of Classic from Far Future Enterprises. If you want to see it in its original format the $35 CD's are a awesome deal. They contain LOTS of material.

I will check that out...thanks..

Not much I can say, but I am a sucker for d6 mechanic games or bell curved games
 


The MegaTraveller edition of Traveller regularized the task system into including specific target numbers for levels of difficulty. They were:

Simple: 3
Routine: 7
Difficult: 11
Formidable: 15

So it was 2d6 + modifiers. Those modifiers usually included at least one skill and at least one stat (which would be divided by 5, drop fractions), though some variation could occur. PCs could often bump the level of difficulty up or down one through how much time they intended to take. They could significantly increase the time to reduce the difficulty or significantly reduce the time to raise the difficulty.
 


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