Formalised Book One Task Resolution
by Paul Elliott
Introduction

The task resolution in Classic Traveller has always had its critics; unfocussed, dependent on referee judgement and fairly arbitrary from one task to the next. But it is also a useful tool. Referee judgement is used to come up with a task number, a suitable skill, one or more characteristics that may impinge on the task, plus any other DMs that might affect the outcome. I liked this free and easy approach. Attempts have been made over the years to create a single unified task system for Classic Traveller, and the most famous and most well liked was the Digest Group's UTS 8+ mechanic. I didn't like it. It was lifeless and boring and reduced characteristics down to fifths ... not really in the spirit of Classic Traveller.

The Formalised Book One Task Resolution just puts a little bit (and I mean a little bit) of structure onto the resolution mechanics already outlined in Book One's skill descriptions.

Referee Decision Making

As with most CT task checks, the player will be rolling 2D and must try to equal or exceed a target number created by the referee. The referee decides on the difficulty of the task on a scale from 2 to 15; 3 is easy, 7 is moderate (avoiding red tape), 9 difficult (landing in bad weather), 13 formidable and 15 virtually impossible. He must also decide on a skill or skills that will prove relevant as well as one characteristic that might help the player character.

Adding the DMs Up

Next the player rolls the 2D and adds the value of the relevant skill. He also gains a bonus of +1 if his relevant characteristic equals or exceeds the task difficulty. In fact, if his characteristic is double the difficulty, then he gains a DM of +2 instead! When the DMs are added up, a result equal to or exceeding the referee's diffuculty number is a success - just like in Book One.

Unskilled Penalties

Many of the skill descriptions in Book One give hefty penalties for attempting a task while untrained (i.e. with no relevant skill levels). How does the FBOTR handle this aspect? Default skills are those skills that the characters are assumed to be familiar with if not fully trained, skills like Vacc Suit, weapon skills, ground car etc. As in Book One, default skill gives a DM of 0. Carry on ...

For other skills the referee must decide on their value (how rare or specialized they are). Is that skill you've requested fairly common, or is it rare? Examples of the first might be Steward, Electronics, ATV (skills quite familiar to most characters through everyday experiences). Examples of the second include Engineering, Pilot, Forward Observer, Streetwise, Leadership and so on (specialized skills requiring specific education or experiences to understand and attempt).

Apply a DM of -2 for lack of a common skill
Apply a DM of -4 for lack of a specialised skill


Using Two Skills in Combination

Some tasks call for skill in two different areas. Turning a missile into a drone might require both Gunnery and Electronics. If the referee calls for two skills that must both be possessed, then he must also double the difficulty he just set and allow the main skill to add a DM of +2 to per skill level, and the secondary skill to add the usual +1 per skill level. If the character lacks just one of the two required skills then assume to be at a default level for this task (receiving no untrained penalty). If you lack both required skills then you receive only one untrained penalty (whichever is the harshest). For example, if Pilot and Vacc Suit are required, you'd  get a -4 penalty for having neither skill, not the full -6.

Example One

Lazlo (no Vacc Suit training, Dex 7) and Peterson (Vacc Suit-3, Dex 3) are trying to climb a rocky slope without damaging their suits. The referee sets the difficulty at 6 (moderate). Lazlo's Dex is higher than 6 and he receives a +1 DM, as well as a -2 DM for lack of any skill (even default). He rolls 2D -1 for a target of 6 or more. Peterson's Dex is lower than 6 so he receives no DM, but he does gain a DM of +3 for his skill. There is no penalty for being unskilled. He rolls 2D +3 for a target of 6 or more.

Example Two

Major Teller (Computer-2, Electronics-1, Int 8) is trying to program software to give itself a catastrophicvirus in 36 hours. The referee sets the difficulty at 8. Teller's Int is at 8 and so he receives a DM of +1 as well as a +2 DM for his skill. There is no penalty for being unskilled. He rolls 2D +3 for a target of 8 or more. Next he needs to use both of his skills. Teller wants to fix a retina print ID lock. The referee assigns it a difficulty of 7 and requires Computer as the primary skill and Electronics as the secondary. Because two skills are required, the referee doubles the difficulty to 14 or more. Teller gains a DM of +1 for his Int (we compare that to the original difficulty value), +4 for his Computer skill and +1 for his Electronics. He rolls 2D +6 for a target of 14 or more.

And that's it! All I've really done is created an established and invisible system for incorporating personal characteristics. I think it works quite well!

Happy Travelling!

~ Paul
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