In this post I quoted in full a passage from The Traveller Adventure, which describes how to handle Situation Throws in Classic Traveller. I’m following up with a few more addressing specific portions of that passage. None of this is any sort of declaration about how people are “supposed” to play the game. This is my approach, based my thinking after digging into the original Traveller rules.
In this post I’m addressing this portion:
Personal Characteristics: Many cases can be resolved by looking at the character’s personal characteristics (strength, dexterity, endurance, intelligence, and so on) which are appropriate to the situation. For example, in lifting or forcing large objects, strength might be most appropriate; a more delicate situation could depend on dexterity.
The referee should instruct the player character to throw the characteristic or less on two dice. The higher the characteristic, the greater the chance of accomplishing the goal. Relatively easy situations might call for rolling the sum of two characteristics or less; harder situations might have a positive DM to reduce the chance of success.
I can see the ease of rolling 2D6 under a Player Characteristic’s characteristic. However, as I outline in this post I am not fond of using characteristic rolls. There are several reasons, each explained at length. The short version is:
- I don’t like systems where you roll under a target sometimes, and roll over a target other times. It means positive DMs are sometimes added, and other times subtracted, while negative DMs are sometimes subtracted or added, depending on whether or not one is trying to roll high or low. I find all of this inelegant and honestly can get confusing at the table as one has to keep remembering if the roll is high or low and if positive or negative DMs or added or subtracted.
- I want a system where the odds of a success vary based on the situation at hand and are not on a fixed characteristic. For example, if one rolls against characteristics, the odds of solving a situation based on Intelligence is the same for a given character in every situation. Yes, one can apply DMs. But as stated above, that can produce roll high/roll low special cases and confusion.
However, characteristics should apply to a given situation. We know this because the rules as written in Traveller Books 1, 2, and 3 make it clear they should. The skill descriptions make it clear that characteristics should often affect Throws. We also know that certain high or low characteristics trigger positive or negative DMs for weapons.
What I want, then, is a set of procedures grown from the examples already set out in the original rules. I want this because the original rules are strong and it keeps the game consistent.
One possibility is to have the Referee create specific DMs based on characteristics situation by situation. This is perfectly viable. The problem, as I’ve seen it in practice, is that the Players want a more consistent sense of how their character’s characteristics will affect gameplay.
After thinking about it a long while I came up with my own solution. I offer the following procedure. It is built from the original Traveller rules, but makes sense for the kind of game I want.
- We start with our basic formula of Situation Throws
2D6 +/- DM ≥ Throw Value equals success
- If an applicable characteristic is 9+ and higher than the Throw value, the character receives a DM +1 to the roll
- For every two points the characteristic exceeds the Throw value, the character receives and additional DM +1 to the roll
- If the Throw value is 15 or higher, any applicable characteristic of F will receive a DM +1
- If an applicable characteristic is 4- the character receives a DM -1 to the roll
- If an applicable characteristic is 2- the character receives a DM -2 to the roll
- The determination of what, if any, characteristics are applicable is determined on a situation-by-situation basis.
Notice what this gets us:
- Players have a consistent sense of what their characteristics offer
- Higher characteristics offer better +DMs, and exceptional characteristics (in the 12-15 range) might end up offering exceptional benefits
- Sometimes the Referee will want a Throw value that requires exceptional DMs. As the passage in The Traveller Adventure states: “It is even possible for a referee to make the situation number greater than 12, thus making success impossible unless the players can provide necessary skills or tools with DMs to get their throw also above 12.” With the method above, a character caught up in a situation with a Throw Value of 13 or higher will receive at least a DM +1. This means rolls that might otherwise be impossible might be possible–though other DMs wrangled from other fictional details and circumstances might be required as well.
- Low characteristic provide -DMs in a consistent manner, so the character’s handicaps can come into play but not feel arbitrary.
- Unlike the later Task systems introduced to Traveller, a characteristic is not a presumed or required part of a Throw. If the characteristic is applicable, if applies. If it does not, it does not. This feeds into my general philosophy of original Traveller Throws: They are not a “skill check” testing the character, but rather an impartial, random resolution in which the character’s abilities are only a part of the situation’s outcome.
- The system also means that even if you have a high or exceptional characteristic you can still be outclassed by the problem. If the PC has a strength of B, but the Throw value is 12, then the PC can’t depend on his strength to change the situation for the better. I understand this might be non-intuitive to many people (“If I’m really strong, why doesn’t the quality of my strength help every time strength can help?”) But we’re looking at those times when the airlock is jammed so much you would need an even higher strength of it to help. In a 2D6 bell curve a +1 to the roll is a really big deal. I want those DMs for when a characteristic can help crush a problem. In other circumstances, the PC will need to find other methods of getting DMs if he or she wants to change the odds. For gameplay, I really like how this works out.
I completely understand that the methods above might not work for other people. And once I put them into practice I might well make adjustments. But given the premise I started with in my Traveller: Out of the Box series (that the rules in Traveller Books 1, 2, and 3 do work; my job was to start with that premise rather than assume they needed to be fixed; and to extrapolate any further applications of the rules from the text in those books) I’m very happy with where I’ve landed.
This makes initial sense to me, too. The older my brain gets, the less mental gymnastics appeal to me. KISS.
Simple is best. I can handle different roll over / roll under calls as long as there aren’t too many. In LBB Traveller it should be easy enough.