SKETCH 2: ONE DIE TASK THROWS WITH KB5-1DTS

Version 1.0, 5 May 2004.

Last Updated 3 June 2004.

This is a task system written by Kenneth Bearden, and uses a single die.


  1. Basics
  2. Rolling A Task
  3. Skill Check
  4. Stat Check
  5. Task Roll Notes
  6. Let's Look At Some Task Roll Examples
  7. Level-0 Skills
  8. Attribute-Only Task Rolls
  9. Modifiers
  10. JOT Skill
  11. Level-6 Skills and Higher
  12. All Skills Are Important
  13. Copyright Information

Basics

When you use KB5-1DTS, you need a single D6 die. That's it. No other dice are needed--just one little old D6 will do ya.

What you're going to do is roll that one D6 once or a couple of times and add up your rolls for your total. Higher is better. Your character's skill level and stat will influence the number of times you get to roll your D6, and you'll end up, typically, throwing your D6 1-3 times (on average, depending on your character's appropriate skill and stat).

The task throw will tell you a number of things: It will tell you if you're successful completing your task. It will tell you if there is a chance a mishap (fumble) occurred on your attempt. In combat, the task throw will tell you if you hit, where you hit (hit location), and how much damage you did--all this in the single task throw.

KB5-1DTS is a quick but detailed game system allowing you to focus on role-playing--not on multiple throws and finding DMs to improve your throw and the mechanics of your throw and... you get the idea.

Task Governors

Each task throw under KB5-1DTS is "governed" by one of your character's attributes ("stats"). Unlike other Traveller systems (MT and T4), each skill is not tied to a specific stat. Under KB5-1DTS, the GM should pick the appropriate stat for the task at hand.

For example--

Gvoudzon the Vargr is attempting to fire his AutoRifle at an enemy. To do this, the player would make a task throw using Gvoudzon's AutoRifle skill governed by his DEX.

But, let's say Gvoudzon is later at a bazaar on some low tech world trying to evaluate the quality of a new scope he's thinking of purchasing for his AutoRifle. The GM could rule that this task uses Gvoudzon's AutoRifle skill governed by EDU.

Rolling A Task

When a player rolls a task, he throws 1D. If he rolls a "6", he may re-roll. When he's done rolling, he'll add up his total.

That's pretty much all there is to rolling tasks under KB5-1DTS. You roll 1D and get to roll again if you roll a "6".

"Ah," you say, "what about the influence of the character's skill? What about the effect of the PC's stat!"

The effect of a character's skill and natural ability are covered, and they're covered quickly by performing two quick checks on your roll once you've finished rolling.

Skill Check

The skill check is a simple procedure. Once you're done rolling your task (as outlined above), you simply compare your total to your skill level. If your total is less than or equal to the skill used in the task, you get to roll the die again.

Stat Check

A check against your governing stat is completed in the exact same way. Once you're done rolling, you compare your total against your governing stat. If your total is less than or equal to your stat, you get to roll the die again.

Task Roll Notes

Typically, you'll do your skill check first, then your stat check, but this can be reversed if your skill is higher than your stat (maybe after taking damage). As a general rule, check the skill or stat with the "lower level" first. Remember, too, that "6's" are automatically re-rolled, even if you're rolling an additional die due to a skill/stat check. See the examples below.

Let's Look At Some Task Roll Examples

(I will actually roll a die as I write this to show you "real-world" results.)

Example 1: Gvoudzon (DEX-8, Rifleman-3) fires his AutoRifle at a target.

Total Roll Result
2 Skill check allows another throw.
6 Always re-roll 6's.
1 Skill check failed. Stat check failed.
9

Example 2: Baron Vaan Praygor (SOC-C, Bribery-1) attempts to bribe a palace guard so that he may pass through the gate.
Total Roll Result
3 Skill check failed. Stat check allows another throw.
5 Stat check failed.
8

Example 3: Gyr Lurkhurdaadaagige (STR-B, Brawling-3) is in a bar brawl and throws a punch.
Total Roll Result
4 Skill check failed. Stat check allows another throw.
1 Stat check failed.
5

Example 4: Dev Landrel (EDU-B, Computer-1) attempts to hack into a computer system.
Total Roll Result
2 Skill check failed. Stat check allows another throw.
5 Stat check failed.
7

Example 5: Frank Fornne (DEX-A, Artisan-1) attempts to create a duplicate key for a low-tech lock.
Total Roll Result
4 Skill check failed. Stat check allows another throw.
5 Stat check failed.
9

Example 6: Daeus Jacks (DEX-8, Pilot-4) uses the manual joystick to dock his ship with an abandoned, free-floating spacecraft.
Total Roll Result
6 Always re-roll 6's.
3 Skill check failed. Stat check failed.
9

Example 7: Too Pak Neimerani (EDU-9, Medical-5) attempts to provide first aid to a fallen comrade.
Total Roll Result
1 Skill check allows another throw.
6 Always re-roll 6's.
2 Stat check allows another throw.
6 Always re-roll 6's.
1 Stat check failed.
16

Level-0 Skills

The KB5-1DTS task system assumes (and CT rules imply) that characters have a multitude of skills not recorded on their character sheet. These are Level-0 skills (sometimes called default skills). As long as a character can perform a task without special training or knowledge, the character is assumed to have any Level-0 skill needed for a particular task.

For example, a character can wiggle around in an attempt to dance while screaming at the top of his lungs, attempting to sing. This doesn't mean we have to clutter up the character sheet with skills like Dance-0 and Singing-0. We just assume the character has those skills at Level-0.

Likewise, it is mentioned in the CT rule books that all characters are assumed to have Gun Combat-0, meaning that just about anybody can pick up a standard weapon, point it, and pull the trigger. He may not hit anything, but it takes no specialized knowledge to attempt the task. We don't need to record every weapon in the Traveller universe on our character sheets listing the weapon skills at Level-0. We just assume the character has those skills. What we do record on our character sheets are the skills that are improved above Level-0.

And then there are those skills that require special training or knowledge - the skills that the average joe cannot attempt without knowing a little something about that area of expertise. These are skills like Pilot, Engineer, Navigation, and Medical. Not everybody (humans in this example) knows how to swim without first learning, so if a character can swim, he needs (at the minimum) Swimming-0 on his character sheet.

All Level-0 skills recorded on a character's sheet should only pertain to those skills that require specialized knowledge and training (because the character is assumed to already have any other Level-0 skill not requiring specialized training).

Attribute-Only Task Rolls

Let's say you need your character to force open a stuck hatch. This is no problem. The GM decrees that this is a task governed by your character's STR. Just roll the task using the normal task procedure - the only difference is that you'll only do a stat check (the character is assumed to have a Level-0 skill in whatever skill is needed to force open stuck hatches).

Modifiers

Playing CT (and other versions of Traveller), you'll run across modifiers to your task roll. When using KB5-1DTS, simply add or subtract the appropriate modifier from your task throw after you're finished rolling. Roll first. Add/Subtract modifiers. Find total.

Never adjust your difficulty with modifiers. Always apply mods to the task throw.

JOT Skill

I mentioned in Sketch 1 that these rules are not play-tested and 80-90% complete. The effect of the Jack-of-Trades skill is one that I am pondering. JOT always needs special attention. If you have a good idea for how to use JOT with the KB5-1DTS task system, then email me. I'm considering a couple of ideas, and I'll note that I want to make the skill useful but not all-powerful.

Level-6 Skills and Higher

The KB5-1DTS task system is designed to be used with characters created using CT/MT character generation rules. Alternatively, you could use the slightly modified CT-friendly character generation rules included in T4 (or the non-official peeks at T5 that are floating around the net...or even convert your GURPS/T20/TNE characters to a CT-friendly format).

Given this, you will rarely run across characters with skills at Level-6+, but you will run into it.

High skill provides greater influence on the task throw. Starting at Level-6, characters are allowed two skill checks in addition to their stat check.

Modified example from above--

Example 3 (modified): Gyr Lurkhurdaadaagige (STR-B, Brawling-6) is in a bar brawl and throws a punch.
Total Roll Result
4 First skill check allows another throw.
1 Second skill check allows another throw.
2 Stat check allows another throw.
12

If you ever run into a Traveller character with skill Level-11+ (I've never seen this with characters created using CT and CT-variant chargen systems like MT and T4), then you should allow the character THREE skill checks plus the stat check.

All Skills Are Important

I used to hate it when my character would roll "Leadership" or "Tactics" (and the like) as a skill under the CT chargen system. Aside from being occasionally useful as a die modifier here or there, these skills were useless outside of being used as pure role-playing guidelines. I'd much rather have an extra level in a combat skill as opposed to scratching down these skills on my character sheet.

But, as I crafted my own Traveller campaign, I decided to make these skills important to the player--to the point where my players actually try to improve them and are ecstatic when their character gains level in them.

I use Leadership as a positive die modifier to the initiative roll, thereby giving a character with leadership qualities an edge in acting first in a combat round - effectively "leading" by example.

As for Tactics, I use it as a pool of discretionary die modifiers the player can use when he needs to. For example, if a character has Tactics-3, then those are 3 points that a character can use to improve a roll of his choosing. I allow him to improve his roll "after the fact", meaning he can use the Tactics points to improve his roll after he's thrown his dice (but before any other rolls are made). So, in a life or death situation, those points are there for the player to use if he needs to save his butt - "Make this roll or your character is going to fall off the cat-walk into the giant vat of liquid hydrogen!"

Or, maybe the PC absolutely needs to kill the bad-guy. I'll allow the player to add these Tactics points to damage (he's maximizing his damage due to his tactics). I've even allowed players to decrease damage done to their characters using points from the Tactics pool.

Now, Traveller is a deadly game. It's a much more realistic role-playing game than most. No matter your skill or stat, in Traveller, nobody is invincible. With this in mind, I've got to keep this Tactics pool in check so that it does not unbalance the game. So, what I've done is allow players to use points from their Tactics pool (as I just outlined) only once per game session. After a game session, the Tactics pool "re-fills" for use next game session.

As you know, a Traveller game session could last, in game time, just a few seconds, or it could last for weeks. If you're in a fight, you could spend 2-3 game sessions playing out that fight. In game time, only a few minutes would have passed. On the other hand, a game session in Traveller could involve weeks of game time as the PCs make the jump from one star system to another. If a PC go into one fight in one star system, then spent a week traveling to another star system only to be jumped by pirates when the ship tumbled out of jump space - and we're still in the same game session - those Tactics pool points will not be available to the player in the second fight if he used them in the previous altercation. The game-balancing effect is that the Tactics pool "re-fills" once per game session, regardless of actual in-game time that has passed.

If you have skills like these in your game--skills that your players don't use much and dread getting--I encourage you to find ways to make them important to your players.

That's what good GameMaster's do. They make the game entertaining, irresistible, and addicting.


Copyright Information

All material related to KB5-1DTS presented in these "Sketch" pages and the original e-mail documents is copyright © 2004 by Kenneth "Communique" Bearden.
Compiled and edited by David "Hyphen" Jaques-Watson.
Used by permission.


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