Re: Jock-o-Trades [sic] (and MegaTraveller Tasks)
In reply to #108 Re: Jock-o-Trades [sic] (and MegaTraveller Tasks) by James T. Perkins
Replies:
- #115 Re: Jock-o-Trades [sic] (and MegaTraveller Tasks) by James T. Perkins
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
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