Traveller-digest      Thursday, June 19 1997      Volume 1997 : Number 1443



(R)1996. Traveller is a registered trademark of FarFuture Enterprises.
All rights reserved.

The following topics are covered in this digest:

Task system Vote
Re: Spanish version of CT
Re: A plea to Marc Miller
Re: 4.1 debate
Re: Captive Governments
Re: EA comment (was Anomalies Annoyance)
We Need 3 More
Traveller Task System
Re: A Plea to Marc Miller
Hardware, firmware, software
Re: A Plea to Marc Miller (my 0.02cr)
Re: A Plea to Marc Miller
Re: T4.1 Chargen: Increasing Skill points
Re: Anomalies stuff
RE:Skills and Attributes - A CT Hang up?
We've Reached 50!!!!
Sector Maps:  Can't Grok PBG
Re: A Plea to Marc Miller
This is how to unsubscribe
Re: Hardware, firmware, software
Re: Task Vote Quorum Call So Far Day Two
Re: Marc Miller--Please.
Re: A Plea to Marc Miller
Re: Sector Maps:  Can't Grok PBG
Task System Revision
Re: Hardware, firmware, software

----------------------------------------------------------------------

Date: Thu, 19 Jun 1997 18:46:29 MET
From: "Volker A. Greimann" <GREI5001@uni-trier.de>
Subject: Task system Vote

So, here i go with a couple of suggestions for the Task System:

1) The system as proposed in the ref's Screen (T4.1)
2) KBv2.0 (or a close variant)
3) The MT-Task System (or a close variant (Carlos 3-Based, etc))
4) Other, to be specified!



My vote goes to Number 3, btw!
 
Ad Astra,
V.A.G.       
- ------  Volker A. Greimann, also known as: Grei5001@uni-trier.de  ----
- -- Am Weidengraben 86,C6 - 54296 Trier - Germany - T+F: +49651148846 -
- ------- check out: http://www.geocities.com/Area51/Vault/4061 --------
- ---- Student of Law, Gamer, Illuminatus Primus, Slayer of Windows95 --

- -----  "Don't hold me up: I am just barely ahead of insanity!!!" -----

------------------------------

Date: Thu, 19 Jun 1997 18:53:08 MET
From: "Volker A. Greimann" <GREI5001@uni-trier.de>
Subject: Re: Spanish version of CT

- -> >Meanwhile, did everyone know there is a Spanish version (hardcover) of
- -> >Classic Traveller?
- -> 
- ->         Hardcover, and softcover, and B4: Mercenary, and Adv.1: Kinunir, and
- -> Sup.1:1001 characters, but that's all. The company went out of business many
- -> years ago. Then, we spaniards bought MT ;-)
Any lying arount in some stores, gathering dust, perchance??? 
Ad Astra,
V.A.G.       
- ------  Volker A. Greimann, also known as: Grei5001@uni-trier.de  ----
- -- Am Weidengraben 86,C6 - 54296 Trier - Germany - T+F: +49651148846 -
- ------- check out: http://www.geocities.com/Area51/Vault/4061 --------
- ---- Student of Law, Gamer, Illuminatus Primus, Slayer of Windows95 --

- -----  "Don't hold me up: I am just barely ahead of insanity!!!" -----

------------------------------

Date: Thu, 19 Jun 1997 13:17:40 -0400 (EDT)
From: Dedly@aol.com
Subject: Re: A plea to Marc Miller

Count me in as a vote to change the task system. I use a modified version of
one of Kenneth's task systems. Stats are downplayed in favor of skills. Don't
even think of half dice. 

\_/
DED

------------------------------

Date: 19 Jun 97 13:15:47 EDT
From: Jeffery.M.Miller@Dartmouth.EDU (Jeffery M. Miller)
Subject: Re: 4.1 debate

and for the matter of change, why did the system not continue to reflect
something like 2d10 (percentile based)? The CT thing got weird for me (so I
modded to the T.2000 rules), so I'm not with the 2D6 approach as much....

my .02cr

- -j

------------------------------

Date: Thu, 19 Jun 1997 13:19:37 -0400 (EDT)
From: Dedly@aol.com
Subject: Re: Captive Governments

>>>Government code 6 has always posed some problems for me....<<<

<snip>

>>>This is not a flaw of FS, I think this kind of situation has always
happened
in Traveller data.<<<

If I couldn't come up with a legitimate explanation for my players, I just
changed it based on what was going on the surrounding area. Of course, this
is a non-canonical approach. Then again, if you can't find any canon to
explain why the world is as it is, then it should be up to you to do what you
want.

\_/
DED

------------------------------

Date: Thu, 19 Jun 1997 13:20:13 -0400 (EDT)
From: Dedly@aol.com
Subject: Re: EA comment (was Anomalies Annoyance)

>>>What I like about the higher tech gear in the EA is that it can be used
by people like me who are running their campaign in the 1100's.

Maybe IG should still include these higher tech things in their
products, but put them in a 1100's appendix.

That way, everybody is happy.

Kenneth.<<<

That works for me! Eventually IG will develop scenarios for this time period.
This should help out future writers by offering them material that is already
familiar to the T4 audience. Otherwise, it gives IG an excuse to create
another book (EA2?) containing material that we already own but feel
compelled to buy because it has 10 extra pages of "new" stuff.

\_/
DED

------------------------------

Date: Mon, 16 Jun 1997 18:11:20 +0000
From: "Kenneth Bearden" <dreamer@weck.brokersys.com>
Subject: We Need 3 More

OK, TMLers, 

It's been less than 24 hours since Marc posted the "50 backup" 
request.  We're at 47 for change and 2 against.

We need just 3 more people to have Marc's prerequisite 50 people.

Who else out there has an opinion?

Kenneth.

------------------------------

Date: Thu, 19 Jun 1997 12:46:37 -0500 (CDT)
From: Andy Holzricher <jhereg@southwind.net>
Subject: Traveller Task System

Count me in the list that would like to see it changed/improved.  I feel
it is broken.  I would prefer a system that used small numbers of dice
(2?) to one with a fistful.  I am willing to work with any good useable
system.
					Andy Holzrichter

------------------------------

Date: Thu, 19 Jun 1997 17:04:58 +0100
From: John Wood <John@elvw.demon.co.uk>
Subject: Re: A Plea to Marc Miller

As a basic principle I am in favour of skills being more important than
attributes.  I also don't like half-dice.

*However*, I mostly use GURPS rules for character stuff (which also has
a slight attribute bias BTW), so my opinions should be given low
priority.
- -- 
John G. Wood  |  john@elvw.demon.co.uk  |  Oxford, United Kingdom

------------------------------

Date: Thu, 19 Jun 1997 17:03:47 +0100
From: John Wood <John@elvw.demon.co.uk>
Subject: Hardware, firmware, software

[If this has been discussed before, can some just tell me the results?
 Thanks.]

I was wondering what computers/operating systems people here use?  I've
seen quite a few mentions of Macs and only a few Unix/Windows/Dos.

If you *do* answer this, can we please be careful to avoid any OS wars.

My second question is more Traveller-related.  What would you want
Pocket Empires software to do?  This is a deliberately vague question to
avoid biasing the response.

Thanks,
- -- 
John G. Wood  |  john@elvw.demon.co.uk  |  Oxford, United Kingdom

------------------------------

Date: Thu, 19 Jun 1997 12:52:21 -0500 (CDT)
From: lee@uansv2.Vanderbilt.Edu (Mike Lee)
Subject: Re: A Plea to Marc Miller (my 0.02cr)

Hi, everyone-

        Please add my vote to the growing list of individuals who feel that
the T4 task system is in serious need of overhaul.  Skills should be much
more heavily weighted than attributes in order to get realistic task rolls.
        Skills are bodies of knowledge and training which enable individuals
to accomplish tasks accurately and effeciently.  Raw ability gives an
individual the chance to pick something up more readily, perhaps, and even
to perform tasks with some higher measure of precision, but there is only so
much that physical and mental aptitude will go toward accomplishing a task
within a specific time frame.  I think it is important to keep in mind that
skill levels represent ever-increasing refinements to fairly finite areas of
knowledge, which give an individual the ability to make correct choices or
actions quickly.  Consider some examples:
        -Two riflemen take aim at a distant target.  One has higher ability,
the other higher skill.  The rifleman with higher ability has better control
over his weapon, making for steadier aim, but the rifleman with higher skill
knows that steady hands are only part of the picture.  There is also windage
to account for, plus the characteristics of the ammo they are using, plus
the rifle's individual quirks to account for.  Which rifleman has more
working against him?
        -A pilot and co-pilot are flying a twin-engined plane in a storm.
The pilot has higher ability, the co-pilot higher skill.  Lighting hits one
of the engines.  The pilot is smarter, and can certainly reason out the
various steps which must be taken to keep the plane in the air and cut the
burning engine, but how much of this can he reason out in  5 seconds or
less?  The co-pilot, with more skill, has learned the correct procedures
long ago, and can implement them without thinking.  Who has the better
chance of making the correct decisions in time?
        It is one thing to have the tools (i.e. abilities) to accomplish a
task, and another thing entirely to know how best to use them.  I believe
that skill greatly mitigates the difficulty of any task or challenge.  I
would like to see this reflected in T4.1, in a manner that emphasizes ease
of calculation and no half-dice.  I have one suggestion on how to implement
this and would like to offer it for consideration.  Let me preface this by
stating that the system is not yet playtested- I came up with this here at
work this morning.

        Routine Task: 1D
        Difficult Task: 3D
        Formidable Task: 5D
        Foolhardy Task: 7D
        Impossible Task: 9D

        Procedure:  Roll dice equal to the Difficulty minus Skill Level.
The target number is the character's relevant attribute.  A roll equal to or
lower than the attribute is a success.
        Example:  Two people are attempting to climb a cliff face without
ropes.  One person has Strength-6 and Athletics (climbing)-3, the other has
Strength-10 and Athletics (climbing)-1.  The task is a Formidable one.  The
first climber would roll two dice (Formidable task (5D) - Skill level (3)=
2D) against his strength.  The second climber would roll four dice
(Formidable task (5D) - Skill level (1)= 4D) against his strength.  The
more-skilled individual actually has a better chance of getting up the
cliff, because he is more trained and experienced in this sort of thing.
The stronger climber must count on his mighty thews to handle any unforseen
problems during the climb.  Consequently, he will have a more difficult time
of things.
        Spectacular success occurs when the player rolls half his target
number.  Spectacular failure occurs when the player rolls twice the target
number.
        Note that Task Difficulties are baseline numbers for unskilled
individuals. Thus, an individual with a skill of one would be able to
automatically execute Routine tasks (starting a car, booting up a computer),
while an individual with a skill of three would have the acquired experience
and training to automatically execute tasks which would be Difficult to an
unskilled person (repairing said car or computer).  As a natural corollary
to this, skill levels should not be easy to come by in the character
generation procedure.  A random skill table for each profession or a skill
acquisition roll after each term might be appropriate.
        I think this system, while rough, is realistic and simple to use.  I
invite everyone to pick it apart and offer comments/criticism or
modifications.  As for myself, I think I'm going to round up some players
and put it to the test.
        Whatever the case, I believe my reasoning regarding skill versus
attribute is valid, and I think that the T4.1 task system ought to address
this, regardless of which system is used.

Respectfully, 

Mike Lee

P.S.  Many, MANY thanks to all those individuals- Bruce Johnson, Brett
Fishburne, David Golden, Merrick Burkhardt, Anders Backman, and others who
helped me out with my Quick Physics Question.  I appreciate all the help!

------------------------------

Date: Thu, 19 Jun 1997 14:05:04 -0400
From: Thomas Walter Trelenberg <tomt@scri.fsu.edu>
Subject: Re: A Plea to Marc Miller

>I understand you have strong feelings about the task system. But out of
>perhaps 300 people on this list, no one is championing the cause except you.
>Assume half don't care about tasks anyway. Assume many others don't care
>enough to comment. Are there 50 people on this list who will echo your
>concerns and, having seen my post of the task system and your post of the
>task system, WANT T41 to reflect yours?
>
>Your plea needs to have some backing.


Thank you Marc for taking the time to hear the opinions of the TMLites.

I also agree that a system that prompts characters to shoot for specific
skill (at various levels) is much more desirable than having characters
try and max out their stats and thereby effectively raising all skills
related to that stat by the same amount.  I am not in favor of lowering
stat values as I do not wish to make it easier to "kill" PCs, so IMO the
stat/skill balancing should take place in task resolution.  Kenneth's
system is workable and has been in-house playtested by many on this list
(myself included).  I am not proclaiming that KBv20 should become the
official system, but just that the issue should be addressed and a more
balanced system devised.  

Thanks

Tom Trelenberg

------------------------------

Date: Thu, 19 Jun 1997 17:07:00 +0100
From: John Wood <John@elvw.demon.co.uk>
Subject: Re: T4.1 Chargen: Increasing Skill points

Marc wrote,
>So, does Int also start as 2D-5 at age 13 and increase +1 every year
>until 18? Imagine a kid who is Int 3 who gradually gets smarter as he
>gets closer to adulthood (I think I've meet some of them).

Debatable - it really depends on your opinion of what Int represents.  I
was very slow learning to read, because I wasn't motivated; once
somebody got me interested, I steamed ahead.  That was to my mind an Edu
increase, but within a couple of years I went from being regarded as
slow to bright.

Personally, I would rather have the Int being constant and the
improvements to mental abilities be due to increasing Edu and skills.
Have a look at the skills dependent on Int but not Edu.  Things like Art
or Perception shouldn't be reduced for kids IMO; the only difference is
in training.  And many of the skills with a physical component (such as
Ground Craft) wouldn't be a problem if the tools required were built
with child-sized people in mind.  A Solomani child and a Geonee adult
with no training and comparable Dex should both be at a penalty to use a
"standard" groundcar (though Virushi or Dolphins would be worse off ;-).
[This is almost a non-problem anyway by the age 13.]

OTOH, while some of the Edu skills can be seen as requiring general
experience of the world (such as Fast Talk or Instruction), my argument
above could also be applied to some of the others (such as Music or
Computer).  So I guess I'm not left with much more of an argument than
"gut feeling"...
- -- 
John G. Wood  |  john@elvw.demon.co.uk  |  Oxford, United Kingdom

p.s. Since this is the first time I've spoken to you directly, can I
just say many thanks for Traveller and all your work on it through the
years?  Keep it up!

------------------------------

Date: Thu, 19 Jun 1997 20:16:20 +0200 (METDST)
From: Hans Rancke-Madsen <rancke@diku.dk>
Subject: Re: Anomalies stuff

Steve Miller writes: 
>I agree, to a point. The Ramshackle Empire as a whole probably did not move
>too far beyond the tech level of the Ziru Sirka, but I think progress could
>have been made in certain pockets... a series of systems with extra resources
>and dedicated scientists might have come up with all kinds of innovations.
>(How did the systems come by these extra resources/innovations? They didn't
>share them with anyone else except their closest allies.)

The problem comes from a table in a Megatraveller book (_Referee's Companion_
IIRC) where the times the various empires reached what TL was set out. RoM
never got beyond 12, Sylea reached (re-reached) 12 in -150 and don't get to
13 until 300.

I've earlier proposed a way to explain some of this away: To define the TL
of a planet as the highest TL a large part of the population routinely used,
but to define the TL of an interstellar realm as its space TL. That way RoM
_may_ have had some TL 14 stuff (though I also agree that it would be best
to keep TL 14 relics severely curtailed), but it did _not_, repeat _not_,
ever, ever build any TL 13 ships. And neither does Sylea until Year 300.
 
>And as far as canon goes, where is it we get the fact that Grandfather
>successfully killed all his offspring? Who is it that's giving us these
>reliable facts about the Ancients? (That's not an excuse for my overlooking
>anything in research... is just a comment on how I view some of the "facts"
>I've been finding in "Traveller" material.

It is set forth as information for the Referee in _Secrets of the Ancients_.
In fact, nearly _all_ information about the Ancients is Referee's info, only.
People are still debating just who the Ancients were in 1100. They don't even
realize that Droyne are a major race until 790. Very little of what we, the
players and referees, know about the Ancients are publically known even in
1100. So I sure hope you didn't let any cats out of any bags in a Milieu 0
adventure ;-)  
 
>I have say this, though... I'm glad I didn't introduce the non-interstellar
>human spin-off race I was *originally* going to put in "The Ancients"
>adventure. What a mess that would have been... :)

Well, there are only about known 45 human races that survive in 1100, but I
don't think they have all been used up (though I think we're getting near it).
  

      Hans Rancke
University of Copenhagen
     rancke@diku.dk
- ------------
        "The referee should determine the nature of subsequent
         events based on the individual situation."
                                _76 Patrons_, p. 8

------------------------------

Date: Mon, 16 Jun 1997 19:00:52 +0000
From: "Kenneth Bearden" <dreamer@weck.brokersys.com>
Subject: RE:Skills and Attributes - A CT Hang up?

> True again.  I have a minor case of CP so my Dex at most is a two ; ) as
> well as strength, and from personal experince I know I would love to be a
> guitar player and have read many books and can even play a little but no
> matter how much I read I ll never be a rocket star.  SO attributes do mean
> alot. 

Yes they do, but skills matter too.  This is why I advocate that 
skills = attribute in contribution to the target number.


> After all, unless someone can prove that T4 is bad for new players (which
> I've not found to be the case) then why are we trying to change it?

Let's not forget that there are a heck of a lot old players out there 
who want to like T4 too.

Just look at the outpouring on this list.  Given this, how can you 
even suggest that the T4.1 task system be kept the same?

The sentiment to change the task system to something where skills are 
more on par with stats is almost universal.

It's not just me.  There's many, many who want to see this change 
occurr.

Kenneth.

 

------------------------------

Date: Mon, 16 Jun 1997 19:09:33 +0000
From: "Kenneth Bearden" <dreamer@weck.brokersys.com>
Subject: We've Reached 50!!!!

That's it!  We've reached 50!

There are 50 people on this list who have indicated that they would 
like to see the T4.1 task system changed to reflect more power for 
the skills.

There have been 3 who have indicated that they are happy with T4.1 
the way it is.

50 to 3.  

I'm ready to change this thing.

Kenneth.

------------------------------

Date: Thu, 19 Jun 1997 13:45:13 -0500
From: clay@Incite.com
Subject: Sector Maps:  Can't Grok PBG

I'm looking at the sector maps in M0/FS and I can't quite grok what the
PBG column is on the data sheets.

I'm *guessing* that it's

	P	# of Planetary Belts
	B	# of Asteroid Belts, and
	G	# of Gas Giants

Am I clueless?

- ---
Onegai shimasu.

Clay Luther
clay@incite.com

------------------------------

Date: Thu, 19 Jun 1997 12:38:05 -0800
From: "David P. Summers" <summers@alum.mit.edu>
Subject: Re: A Plea to Marc Miller

Wed, 18 Jun 1997 20:58:01 -0600, "David J. Golden" <goldendj@pcisys.net>
>but I do think
>there is a significant sentiment that _skills_ should still outweight
>_statistics_ regardless of how.

Every skill based system goes through this.  The side that
gets more support depends on who is on the "outs" (ideas
to make changes generate more traffic) and current fads.

You really can't judge support on anything from who decides
to post.  It a classic principal in surveys that anything
that depends on people choosing to respond is going to be
biased....
______________________________
summers@alum.mit.edu

------------------------------

Date: Thu, 19 Jun 97 14:35:18 -0500
From: eris@pen.net (Eris Reddoch)
Subject: This is how to unsubscribe

On 06/19/97 at 05:25 AM,  Matrixs@aol.com said:

>please please get me off this friggin list!!!

For Matrixs@aol.com and anyone else who doesn't know...

1.  Subscription and Unsubscription requests are sent TO:

    <traveller-request@MPGN.COM>

2.  To unsubscribe from Traveller-Digest, send as the body of the
    message:

        unsubscribe traveller-digest
        end
        
3.  To unsubscribe from Traveller Mailing List, send as the body of the
    message:

        unsubscribe traveller
        end
        
4.  To receive a help file that explains the available commands, send as
    the body of the message:
        
        help
        end
        
5.  Rob Miricle is the manager/owner for these lists, contact him at:

    <rwm@mpgn.com>
    
        
I think there are alternate addresses available in the help file as
well, but I haven't checked lately.

I hope this helps,

Eris        
- -- 
- -----------------------------------------------------------
eris@pen.net (Eris Reddoch)    using MR/2 ICE #245
- -----------------------------------------------------------

------------------------------

Date: Thu, 19 Jun 1997 21:55:20 +0100
From: anders.backman@aniware.se (Anders Backman)
Subject: Re: Hardware, firmware, software

>[If this has been discussed before, can some just tell me the results?
> Thanks.]
>
>I was wondering what computers/operating systems people here use?  I've
>seen quite a few mentions of Macs and only a few Unix/Windows/Dos.
>
>If you *do* answer this, can we please be careful to avoid any OS wars.
>
>My second question is more Traveller-related.  What would you want
>Pocket Empires software to do?  This is a deliberately vague question to
>avoid biasing the response.
>
>Thanks,
>--
>John G. Wood  |  john@elvw.demon.co.uk  |  Oxford, United Kingdom

I use a PowerMac and a USR Pilot for Traveller. I put all my PC/NPC on my
Pilot for easy access to skills/UPP/notes while gaming. While I am at it I
also use a Casio programmable calculator for travel time calculations etc
with some small programs written for the purpose. I've done all my
Traveller software in Excel and Hypercard but if I'd do it today I'd use
Director for cross platform compatability and internet savvyness.

Your second question about what PE software should be is to vague to answer
intelligibly: I want my PE software to do everything in PE and then some
including really interesting adventures in the Keith brothers style ;)
Actually I'd be quite satisfied with a bookkeeping kind of app to help ease
the burden of the referee.


/Anders Backman
Aniware AB
anders.backman@aniware.se

------------------------------

Date: Thu, 19 Jun 1997 15:01:38 -0500 (CDT)
From: "Victor J. Raymond" <RAYMOND@macalester.edu>
Subject: Re: Task Vote Quorum Call So Far Day Two

Add my vote to those in favor of a change.  I've been playing Traveller since 177, through all versions save TNE (and I read that).

Seems to me that there _are_ skills that are favored by natural ability (stats) and others that really do require skill and training (skill).  Letting stats lo
ad the statistical weighting far over skills and education, well that doesn't mke sense to me in all circumstances.

Victor Raymond

------------------------------

Date: Thu, 19 Jun 1997 13:03:42 -0700
From: Mark Bradley <MBradley@gwgate.swrcb.ca.gov>
Subject: Re: Marc Miller--Please.

Yup - you can add me to the list of people who want a task system that
values skill over stats.  Our group's using KBV2.0 now, and we may
switch to MT - either would be better than the T4 task system.

Skills over stats make for better role playing.  It's more fun to have a good
pilot because of a good pilot skill than a character who's good at all DEX
skills just because he happened to roll a good DEX.

Never ask a question if you don't want to know the answer.

Having raised the issue, Marc, I think it would be at least a bit awkward
not to make a fundamental change to the task system. 

------------------------------

Date: Thu, 19 Jun 1997 23:16:08 +2
From: "RFXn" <mlaakso@utu.fi>
Subject: Re: A Plea to Marc Miller

	I loved the good ol' MT task system. Fast, easy to remember and all 
that. As for stats being the dominant factor in determining success 
in a given task.. well.. that's too much D&D for my taste. Hald-die 
sounds... odd. Call me a purist.

On 19 Jun 97 at 17:04, John Wood wrote:

> *However*, I mostly use GURPS rules for character stuff (which also has
> a slight attribute bias BTW), so my opinions should be given low
> priority.

	The same - I went for GURPS when I needed more accuracy with the 
same level of realism. I have to admit I'm not very familiar with any 
T4 system (although I will be - have to learn it for a Con game late 
this summer...).

/RFXn     mlaakso@utu.fi        aka. Matti Laakso
 -Phone: +358-(0)2-237 9928       YO-Kyla 19 A 11
 -IRC: RFXn                       FIN-20540  TURKU
 -Talk: RFXn@delenn.yok.utu.fi    Finland

------------------------------

Date: Thu, 19 Jun 1997 14:07:07 -0600
From: Erwin Fritz <efritz@glja.com>
Subject: Re: Sector Maps:  Can't Grok PBG

clay@Incite.com wrote:
> 
> I'm looking at the sector maps in M0/FS and I can't quite grok what the
> PBG column is on the data sheets.
> 
> I'm *guessing* that it's
> 
>         P       # of Planetary Belts
>         B       # of Asteroid Belts, and
>         G       # of Gas Giants
> 
> Am I clueless?
> 

You're correct.

------------------------------

Date: Thu, 19 Jun 1997 16:25:29 -0400 (EDT)
From: CardSharks@aol.com
Subject: Task System Revision

In a message dated 97-06-18 02:16:23 EDT, Dreamer details the following
problems with the task system:

 1. T4 is weighted too heavily against stats.  Skills have a minor part in a
character's 
 success at a task throw.  These should be equally weighted.
 =============================================================
 2. Spectacular Success and Spectacular Failure are hard to do at easy and
average, and easier at harder levels.
 =============================================================
 3.  It should be harder to roll SS the harder a task becomes.
 =============================================================
 4.  Replace SS with SF in 3.
 =============================================================
 5. I don't like the half-die. Get rid of it.
 =============================================================

Since you have voted for a change in the task system to fix it, rate each of
these items inorder of importance (1=most important) and don't be afraid to
put a zero if you think it isn't important.




 

------------------------------

Date: Thu, 19 Jun 1997 23:27:23 +2
From: "RFXn" <mlaakso@utu.fi>
Subject: Re: Hardware, firmware, software

On 19 Jun 97 at 17:03, John Wood wrote:

> I was wondering what computers/operating systems people here use? 
> I've seen quite a few mentions of Macs and only a few
> Unix/Windows/Dos.

	Sometimes UNIX, more often Win95.

> If you *do* answer this, can we please be careful to avoid any OS
> wars.

	Can't I bash the darn windoze that just crashed on me?! please?! :)

> My second question is more Traveller-related.  What would you want
> Pocket Empires software to do?  This is a deliberately vague
> question to avoid biasing the response.

	Vague questions deserve vague answers :P

	Ok, today's computers have been around for a couple of decades; even 
in M0, computers have been essential for millenia. So I'm fairly 
confident even some unscrupulous software manufacturers have weeded 
out most of bugs in their operating systems. :) So I'm not expecting 
them to crash, even if they are mere TL8.

	The way I see it, software and hardware would be much more 
integrated. All the software being on non-volatile memory chips, 
adding new programs would be just like adding new hardware (plug & 
pray!). Only heavy, non-portable expert systems would require 
separate hardware/software.

	Furthermore, I've been toying with the idea of 
interchangeable processor cores. As in the following:

	"Oh darn, they busted our last damage control backup! Ok crew, rip
open those handcomps and hand over the cores.. that's it, those
little black hexagonal thingies..."

/RFXn     mlaakso@utu.fi        aka. Matti Laakso
 -Phone: +358-(0)2-237 9928       YO-Kyla 19 A 11
 -IRC: RFXn                       FIN-20540  TURKU
 -Talk: RFXn@delenn.yok.utu.fi    Finland

------------------------------

End of Traveller-digest V1997 #1443
***********************************
