mhensley said:Firefly is almost surely influenced by Traveller. I love classic Traveller, but the rules as written are so broken as to be almost unplayable. They were fine 25 years ago when we just rolled dice and made stuff up, but its painful to read the rules now. There's more holes than rules...
(

I mean, OK, it isn't for you. But it is hardly broken or unplayable.
Cam Banks said:This is also seen by some game designers as being the difference between a game based on the stakes, and a game based on winning and losing.
I think I agree. Let me try to say it my own way:
You can create a skill system in which each skill has a difficulty (that affects how much each rank costs) & that provides a lot of TN examples & strive towards some semblance of pure objectivity.
Or you can just create a simple skill system & leave it up to the judge to decide when auto-success is appropriate, when auto-failure is appropriate, & setting the TN based on the task, the skill, & any number other of factors when the outcome is uncertain.
After many years of trying to obtain the first option, I've come to prefer the second. Well, it's probably more correct to say that I prefer a mix that is weighted towards the second.