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 inflence 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.]