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Marc Miller`s Traveller 4th Edition

JTAS No.25 Ken Bearden's Task System knew that you were finding it impossible to use the T4 task system, so he scrapped it and made a much better one. Try it, you'll like it: KBv2.0.

d66 is a decent replacement for the weird task system found in T4. It uses a simpler breakdown, less dice and no stupid half dice! This is an older (simpler) version of Glenn Grant's elaborate write-up that you can find at this location.












                      The 2D Task System
                             v1.1
                   A simple task roll system
           compatible with Marc Miller's Traveller (T4)

This system uses a simple roll of two dice to determine task success or
failure. No more rolling a half-dozen dice, no more half-dice, and no more
skewed probabilities in the higher stat+skill levels. Best of all, no pesky
bell curve! And skill levels count for more than stat points. It combines
many of the advantages of a percentile system with the traditional D6-only
system of CT/MT/T4; thus little or no conversion is necessary.

The task roll is two dice in succession, providing a two-digit number
between 11 and 66 (just like the old CT Trade table). As in T4, the task is
successful if the player rolls below the target number.

The base target number is determined by the Difficulty Level:

Difficulty Level	Base Target #
	Impossible			06-
	Staggering			16-
	Formidable			26-
	Difficult			36-
	Average				46-
	Easy				56-

The base target number is modified by the PC's skill and then by the
corresponding characteristic.

Each skill level adds 2 to the target number. Thus the skill modifier is
(skill*2). For 0-level skill tests, don't halve the characteristic (as in
T4). Instead, increase the Difficulty by one level (by simply subtracting 1
from the first digit of the base target number).

There are two suggested methods for determining the influence of
characteristics (other methods are possible):

1) Only above-average characteristics have an influence: for each point
above 7, add 1 to the base target number. Thus the stat modifier is:
(stat-7) for stats above 7; otherwise no modifier. (This may be preferable
at low skill levels.)

2) Above- *and* below-average characteristics effect the target number: for
each point below 7, subtract 1 from the target number; for each point
above, add 1. Thus the stat modifier is -(7-stat) for stats below 7, and
+(stat-7) for those above 7.

NOTE, however, that these modifiers are not added in base-10. The modifiers
are counted as steps up or down the 11-66 matrix:

     <----down        up---->
01, 02, 03, 04, 05, 06, 11, 12, 13, 14, 15, 16, 21, 22, 23, 24 etc...

Example: a character with Skill 3 and Stat 9 is attempting a Difficult
task. The base target is 26-. He adds 6 for the skill (3*2=6) + 2 for the
above-average stat (9-7=2), for a modifier of +8. The result is not 38, as
it would be in base-10, because 38 doesn't exist on the matrix. Instead, he
counts 8 steps up the matrix; so the actual target number is 42-.

If this seems complicated, it won't be after you've tried it a few times.
It soon becomes intuitive and quick. To save time, target number mods for
all skills can be pre-calculated by the players, before the game begins.
Adjusting for Difficulty Level is a simple matter of altering the first
digit of the target number.

For 0-level skill tests, don't halve the characteristic (as in T4).
Instead, increase the Difficulty by one level (by simply adding 1 to the
first digit of the base target number).

As always, a roll of two sixes is a spectacular failure, and two ones is a
spectacular success - even if the target number is below 11.

Here's a chart to showing the resulting targets for an average stat
(ignoring for the moment the Spectacular Result rules)...

Stat = 7              Skill
            0    1    2    3    4    5    6    7
Easy        46   62   64   66  Auto Auto Auto Auto
Average     36   52   54   56   62   64  Auto Auto
Difficult   26   42   44   46   52   54   56   62
Formidable  16   32   34   36   42   44   46   52
Staggering  06   22   24   26   32   34   36   42
Impossible  01   12   14   16   22   24   26   32

For each stat point above 7, add 1 to these Target numbers.
For each stat point below 7, subtract 1 (optional).
(OR choose your own method of applying stat mods.)

Probabilities:

Stat = 7                     Skill
             0       1       2       3       4       5       6       7
Easy        70.2    86.4    91.8   100.0   100.0   100.0   100.0   100.0  %
Average     54.0    70.2    75.6    81.0    86.4    91.8   100.0   100.0  %
Difficult   37.8    54.0    59.4    64.8    70.2    75.6    81.0    86.4  %
Formidable  21.6    37.8    43.2    48.6    54.0    59.4    64.8    70.2  %
Staggering   5.4    21.6    27.0    32.4    37.8    43.2    48.6    54.0  %
Impossible   --      5.4     8.1    16.2    21.6    27.0    32.4    37.8  %

Bump these figures up by 2.7 if Spectacular Success rule is applied.

NOTE: In general, most DMs given in the rule books will have a lessened
effect on the results, though they will still be important. The referee may
wish to amplify certain DMs, depending on the situation.

The T4 Multiple Actions rule will not work in this system. A new rule is
needed: when attempting multiple actions, do not reduce the stat mods.
Instead, increase the difficulty two levels for each extra action (-2 to
the target number). Thus, for a character with stat of 7 and skill of 6,
the target number for a single Difficult action is 56-; for two such
actions, 36-; for three, 16-. (Obviously, this rule does not allow
characters to perform as many extra actions as the original rule.) [I would
be interested to hear suggestions for a better formulation of this rule.]

Swordworlder's Traveller Downport copyright 1998 - 2014 Colin Michael.
Gaming is a fun part of life, but life is not a game: BibleFundamentals.org

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