Re: Jock-o-Trades [sic] (and MegaTraveller Tasks)

A thread of 3 messages, 3 February 1988 to 17 February 1988, in the order they were sent.

#108 Re: Jock-o-Trades [sic] (and MegaTraveller Tasks)

[This may have failed; I got an error message right back, so I'm retrying.
My apologies if you get two of these. -- James]

> From: [email removed]

> I've been playing Traveller for some time now, and I just started GMing a
> campaign with a bunch of friends.  One of the characters rolled Jack-o-T 3
> times, and I thought nothing of it.  Then while raiding a frieghter, the pilot
> gets killed and the character with JoT jumps into the pilot chair and flys
> the ship.

> Question:  Do JoT skill levels directly transfer to other skills?
>            (i.e. JoT-3, means also Pilot-3, Pistol-3, etc...)
>            I don't have any books with me, and I'm playing the rules by memory,
>            so can anyone help me.

Sure! There's a couple ways to interpret the Jack-O-Trades skill; the
standard Traveller way or the MegaTraveller way (MegaTraveller is the
newest revision of the Traveller rules).

The standard Traveller rules I have are very old, being edition one.  I
remember cracking open the set of books that I had ordered direct from
GDW back in 1979, when I was just about to enter High School.  The
printing I have is the 10th print run of the first edition of the Basic
Traveller rules (This was even before the Journal of the Traveller's aid
society existed, I think).  Anyway, my set of Traveller rules has very
general, inspecific skill descriptions (which caused me fits of hair
pulling as a Referee in those days), and this is what it says about
Jack-o-trades:


Jack of all trades-- The individual	    The well-rounded individual (the
is proven capable of handling a wide	renaissance man, so to speak) is
variety of situations, and is res-	uncommon in all societies, but is nat-
ourceful in finding solutions and	urally proficient when he occurs.
remedies.				    This skill is a general ability
					which may be applied to nearly any
					endeavor at the discretion of the
					referee.

Note that this doesn't say that Jack-o-Trades-N means ALL-SKILLS-N.  It
merely vaguely says that you can give the player a chance in situations
where he has little or no skill.  What this amounts to is that you (as
referee) have to figure out your own way to deal with Jack-O-T.  Methods
I have used are treating Jack-O-T as skill level 0 for all skills in
which the player is totally unskilled, and skill level +1 for all skills
in which the player has skill; but perhaps this is too generous.

MegaTraveller interprets Jack-O-T much more concretely, giving the
player a second (or third, or fourth...) throw any time a task throw
fails.  It does not allow Jack-O-T to be used as any kind of DM, and
also the disadvantage due to lack of skill is still felt at full force.
But the Jack-O-T rules allows those resourceful characters who have it
to pull off miracles sometimes, just when everything seems to be going
wrong.

In MagaTraveller a task throw is required any time a character needs to
use skill for something; for example:

Example Univeral Task Profile (made this up in about 15 seconds):

	To dodge asteroids while flying any spacecraft:
	Routine; Pilot or Ship's Boat, Dexterity; 2 sec (fateful).
	If the character is attempting any other action besides
	dodging asteroids, the task becomes Difficult.
	    Referee: If the result is failure, determine damage
	to the spacecraft as per... [etc.]

Long-winded Translation of the above (for those unfamiliar with tasks):

The task is Routine (requires an 7+), or Difficult (requires a 11+).
DMs: + Pilot or Ship's boat skill level, +1 if Dexterity 5+ or +2 if
Dexterity 10+ or +3 if Dexterity 15+.  The length of the time it takes
to perform this task is 2 seconds times (3D - above DMs).  Fateful: If
the task fails, some kind of damage to the spacecraft will automatically
occur (The referee will consult the Task Failure table in these cases).

Note that all Univeral Task Profiles assume a skill level of at least 0
(Pilot-0 or Ship's Boat-0), unless the notation "Unskilled okay" appears
in parentheses like fateful is above.  If you have absolutely no skill
in a particular skill, there is an additional penalty (I believe the
task increases in difficulty one level, making otherwise Routine tasks
Difficult, and Difficult tasks Formidable, but that's from memory as my
MT books are at home).

So if a character with Pilot-3 and Dexterity 7 is attempting to dodge an
asteroid with no other distractions, he can do it by rolling 7+, with
DMs 3 (for Pilot) + 1 (for Dexterity) = +4.  Furthermore, the task would
take 2 sec times (3D - 4) to complete.  If the pilot was evading enemy
weapons fire, he would have to roll a base 11+ with the same DMs.

What Jack-O-T does do, in MegaTraveller, is provide any character which
fails any roll with as many retries as their Jack-O-T level (still
quoting from memory -- I may be a little off here).  So, if your Pilot-3
character is dead and the totally unskilled (at Pilot) Jack-O-T-3
character (Dex 10, just for the sake of argument) tries to fill in, this
is what happens.  Since the character is unskilled, the task difficulty
increases one level (from Routine to Difficult or from Difficult to
Formidable), but he gets as many retries as Jack-O-T skill levels.

So if a character with Jack-O-T-3 and Dexterity 10 is attempting to
dodge an asteroid with no distractions, he can do it by rolling 11+
(Difficult), with DMs 0 (for Pilot) + 2 (for Dexterity) = +2.
Furthermore, the task would take 2 sec times (3D - 2) to complete.  If
the fellow was evading enemy weapons fire, he would have to roll a base
15+ (Formidable) with the same DMs.

Example: Tom Jefferson of Astel Tine has JOT-3 and Dex 10.  He attempts
to dodge an asteroid.  He must roll 11+ with DMs +2.  He rolls an 8 + 2
= 10 and fails.  His first retry he throws 8 again + 2 = 10, failure
again.  On his second retry he throws 4 + 2 = 6 (missing the desired
throw of 11+ by this far is considered exceptional failure, so he
doesn't get any more tries.  The referee assigns some amount of damage
to the exterior of the craft.  Woe to smaller craft, which may suffer a
critical hit from the asteroid collision).

Instead, say on his second retry he threw 8 yet again + 2 = 10, failure
again.  He gets one more retry: he rolls a 12 + 2 = 14, and succeeds
(exceptional success!).

Sorry I can't give a definitive answer, but I think this is close to the
way MT deals with Jack-O-T.  This is also an example of how MT brings
sense and concreteness where the Traveller rules were unbelievably
vague, something I find refreshing.  It also shows how quickly and
easily a referee can make up a new Task (I made up the "dodge asteroids"
task on the spur of the moment as an example).  I also personally find
the MT task nomenclature very easy to understand and find it easy to
express desired character activites with it.

However, I still haven't actually used MT in play, but it seems pretty
neat.

James

 _	___
| |    / _ \   James T. Perkins, [email removed], [phone removed]
| |__ | |_| |  Tektronix Logic Analyzers, DAS System Software, Disk Services
|[address removed]

Killed processes never die... They just go to the big Bit Bicket in the sky.

#110 Re: Jock-o-Trades [sic] (and MegaTraveller Tasks)

I don't think much of the MT method for handling JoTs.  Allowing retrials
up to the level of JoT is an immensely powerful advantage.  Let's look at
the numbers (you have to do it sometime!):

In JTP's example, the hot pilot gets +4 to dodge asteroids (Pilot-3, Dex-
terity 7).  In a Routine task (7+), odds are 35/36 (97%).

The total novice (Dexterity 7) gets +1; dodging is Difficult (11+), so
the odds are 6/36 (17%).

The nimble novice with JoT-3 now gets 3 additional trials!  What are his
odds?  They are 1-(1-odds for one trial)**4.  Drumroll, please...

    1-(1-17%)**4 = 52%.

Not as high as Pilot-3, whew.  So JoT-N is not equal to Everything-N.
But wait!  What if our the novice had picked up Pilot-0 along the way?
Then the task would be Routine (7+), DM+1, and the odds are 26/36 (72%).
But he still gets four trys at it!

    1-(1-72%)**4 = 99%!

But wait, there's more!  Suppose they are trying to fix the jump drive
simultaneously.  The task is now Difficult (11+).

    Pilot-3: DM+4, odds 21/36 = 58%.
    Pilot-0, JoT-3: DM+1, odds 6/36 = 17%, after four tries 52%.

Almost as good as Pilot-3, and a lot better than Pilot-2!  So, under the
MT rules, we can safely say

    JoT-N is NOT EQUAL TO Anything-N; however JoT-N and Foo-0 is FAR
    SUPERIOR to Foo-N normally, and ALMOST AS GOOD under stressful
    circumstances.

So JoT becomes the most powerful skill in the game, acting as a magnifying
glass for all other skills.  I suggest we take this literally, and call
such characters "Lensmen": apt, since their abilities far outrank those of
the other puny mortals in the game.

I would suggest the following.  Under no circumstances should JoT replace
or augment existing skill.  Instead, JoT can be used to make up for a total
lack of skill.  Here is the "task descriptions":

    To use Foo-0 when you have NO SKILL at Foo for a PARTICULAR task:
    Routine; Jack-of-all-Trades, Intelligence; varies.
    If the character is attempting any other action besides figuring out
    how to make up for a basic lack of competence, the task is Difficult.
        Referee:  If the result is failure, the character may not make
    another attempt at using JoT in this circumstance.

I.e., if you have NO SKILL, and there is a PARTICULAR TASK (e.g., dodging
asteroids), you may try to apply your JoT skill.  It takes as long as the
task would normally take to figure out how to apply JoT to this task.
(Meanwhile, you may be taking some asteroid hits!)  After that time, throw
for success.  If you make it, you may now perform THIS TASK ONLY with a
skill level of zero (instead of unskilled).

After you dodge the asteroids, and want to get back to the space station,
you'll need another attempt to get Pilot-0 for the steering.  And then
another attempt for docking, etc.

In my opinion, JoT shouldn't be the all-powerful monstrosity that it is.
This keeps those JoTs in line, while allowing them some reasonable talent.
No one should make plans relying on the JoTs to come through in the clutch.

I've only seen MT very briefly.  How do the rankings go?  (What is the
throw for Formidable?)  And what do people think of the "interrupt" idea?
I couldn't figure out what they had in mind.  Anyone want to explain how
interrupts work?

Charles Martin
ARPA: [email removed]
UUCP: {cmcl2,decvax,[email removed]}!yale!martin
- -------

#115 Re: Jock-o-Trades [sic] (and MegaTraveller Tasks)

> From: (Charles Martin) [email removed]

> I don't think much of the MT method for handling JoTs.  Allowing retrials
> up to the level of JoT is an immensely powerful advantage.  Let's look at
> the numbers (you have to do it sometime!):

Charles has given a very persuasive and (in my opinion) compelling
argument for doing away with the MT method for handling JOT.  However,
I'd be curious to see how the numbers crank out for one change in the
set of assumptions.

The change is this: Charles has assumed that any die roll (+DMs) may be
rerolled if it has failed, even in the cases of extreme failure and
fumble rolls (extreme failure is when you miss the throw by more than
two; ex: you need an 8+ and you throw a 5-; fumble means rolling a
natural 2 on two dice, and always fails: whether it's exceptional or
normal failure is determined normally, I think).  The rules imply this
assumption.  What if you only allow JOT retries if the failure was
normal? This way fumbles and exceptional failures terminate your chances
at JOT-style re-rolling.

Okay, let's crank out some numbers:

> In JTP's example, the hot pilot gets +4 to dodge asteroids (Pilot-3, Dex-
> terity 7).  In a Routine task (7+), odds are 35/36 (97%).

> The total novice (Dexterity 7) gets +1; dodging is Difficult (11+), so
> the odds are 6/36 (17%).

> The nimble novice with JoT-3 now gets [up to] 3 additional trials!  What are
> his odds?

They are 1 - (1 - odds for first trial) * (1 - odds for second trial) *
...  * (1 - odds for fourth trial).

Here's where we get tricky.  The odds for the first trial are 17%, as
above.  The odds for subsequent trials are 17% * (1 - odds for
exceptional failure or fumble in previous trial).  Since exceptional
failure or fumble occurs on a roll of 3 less than Difficult (11+) with
DM+1 (Dex 7) or less (natural 7-), the odds for exceptional failure are
21/36 = 58%.  Subsequently,

    odds for first trial = 17%
    odds for second trial = 17%*(1 - odds for failure) = 17%*(1-58%) = 7.1%
    odds for third trial = 17%*(1 - odds for failure)^2 = 17%*(1-58%)^2 = 2.9%
    odds for fourth trial = 17%*(1 - odds for failure)^3 = 17%*(1-58%)^3 = 1.2%

Hence,

	First Trial (unskilled): 1-(1-17%) = 17%
	Second Trial (JOT-1): 1-(1-17%)(1-7.1%) = 23%
	Third Trial (JOT-2): 1-(1-17%)(1-7.1%)(1-2.9%) = 25%
	Fourth Trial (JOT-3): 1-(1-17%)(1-7.1%)(1-2.9%)(1-1.2%) = 26%

Which is much better than with the non-restricted reroll:

>     1-(1-17%)**4 = 52%.

Here, JOT-N + unskilled is nowhere near as good as Skill-0.  Keep in
mind that this is a Difficult task.

> But wait!  What if our the novice had picked up Pilot-0 along the way?
> Then the task would be Routine (7+), DM+1, and the odds are 26/36 (72%).
> But he still gets four trys at it!

Okay.  The odds for the first trial are 72%, as above.  The odds for
subsequent trials are 72% * (1 - odds for exceptional failure or fumble
in previous trial).  Since exceptional failure or fumble occurs on a
roll of 3 less than Routine (7+) with DM+1 (Dex 7) or less (natural 3-),
the odds for exceptional failure are 3/36 = 8%.  Subsequently,

    odds for first trial = 72%
    odds for second trial = 72%*(1 - odds for failure) = 72%*(1-8%) = 66%
    odds for third trial = 72%*(1 - odds for failure)^2 = 72%*(1-8%)^2 = 60%
    odds for fourth trial = 72%*(1 - odds for failure)^3 = 72%*(1-8%)^3 = 55%

Hence,

	First Trial (Pilot-0): 1-(1-72%) = 72%
	Second Trial (JOT-1): 1-(1-72%)(1-66%) = 90%
	Third Trial (JOT-2): 1-(1-72%)(1-66%)(1-60%) = 96%
	Fourth Trial (JOT-3): 1-(1-72%)(1-66%)(1-60%)(1-55%) = 98%

Wow, slightly better than Pilot-3! In general here, JOT-N + Skill-0 is
slightly better than Skill-N, for a Routine task.

> But wait, there's more!  Suppose they are trying to fix the jump drive
> simultaneously.  The task is now Difficult (11+).

>     Pilot-3: DM+4, odds 21/36 = 58%.
>     Pilot-0, JoT-3: DM+1, odds 6/36 = 17%, after four tries 52%

We get after four tries 26%, which is better than the 17% Pilot-0 only
person, but not as good as Pilot-1 only (which is 27%).  Here, JOT-N +
Skill-0 is at least Skill-0 but not near as good as Skill-1; again, this
is a Difficult task.

With Charles' assumptions:

>     JoT-N is NOT EQUAL TO Anything-N; however JoT-N and Foo-0 is FAR
>     SUPERIOR to Foo-N normally, and ALMOST AS GOOD under stressful
>     circumstances.

With my restrictions (no retry on exceptional failure or fumble):

	JoT-N is NOT EQUAL TO Anything-N, unless the task is routine or
	simple; JoT-N and Foo-0 is about Foo-N for simple and routine
	tasks, only a little better than Foo-0 for harder tasks.

In this way, Jack-o-T can still be used even if you have skill in some
area, reflecting the general resourcefulness of these people.  It helps
anyone out alot for simple or routine tasks, but when the task becomes
difficult or formidable, the effect of Jack-o-T becomes much less.  I
feel that Jack-O-T should be useful in all situations a character should
encounter, not just those in which he is totally unskilled.

However, even with this (close) interpretation of the rules, JoT is
still overpowering for simple and routine tasks.  I would still not
relish refereeing a character with more than JoT-1.  They would be quite
a Mr.  Bond (James Bond).

> I've only seen MT very briefly.  How do the rankings go?  (What is the
> throw for Formidable?)  And what do people think of the "interrupt" idea?
> I couldn't figure out what they had in mind.  Anyone want to explain how
> interrupts work?

The basic skill levels are:

	Simple		3+
	Routine		7+
	Difficult	11+
	Formidable	15+
	Impossible	--

No accumulation of DMs may exceed +/-8.  Skill level for a task usually
increases one level where there's a total lack of skill, unless the task
is marked "(unskilled OK)".  Lots more detail that I can't remember.

I haven't looked at interrupts that much, but as I understand it, at the
beginning of each combat round, each "side" has the ability to make one
interrupt.  Individuals on each side expend action points one-at-a-time
in strict order.  If the opposing side makes a single-action-point move
that is unfavorable to your side, you may expend your interrupt by
delaying the opponent's action while you make an action.  Hence you can
get a stack of interrupts.

This is supposed to be useful in "covering" a comrade; your comrade
moves out into the hallway, expending an action point.  Opponent
declares he's shooting at your comrade.  You declare an interrupt to
shoot first.  You shoot, THEN opponent shoots.

This doesn't always help: your comrade moves out into the hallway;
opponent declares he's shooting; you declare an interrupt to shoot
first; opponent's comrade declares an interrupt to shoot you.
Opponent's comrade fires, THEN you fire, THEN opponent fires.

As usual, I don't have my books with me, so this is from memory.

James