Tasks:


This material is from
_The Crutchfield Compendium: A Task Library_,
Copyright © 1997-2005 by Steve C.
All rights reserved.
Originally posted on 18 February 1998.

Anything that can be done in a game of _2300 AD_ may be made into a Task Definition similar in form to the following:

Task: Difficulty. (Type). Asset(s). Time. Referee: Notes.

A Task Statement describes what is to be accomplished if the roll succeeds. "To use the Task Library to quickly and easily handle a 2300 AD combat." is an example of a Task Statement. Difficulty determines the total of the listed Assets and the roll of one ten-sided die (1D10) required to succeed at the attempted task.

Difficulty Rating Total Required (1D10 + Skill Level)
Automatic No roll required, no chance to fail.
Simple (or Easy)  2+
Routine  6+
Difficult 10+
Formidable 14+
Impossible 18+
Undoable No roll required, as there is normally no chance to succeed (usually seen only if a task is increased in difficulty). In cases where more than one Asset may be added to a roll, this may be treated as Impossible, with a -4 modifier, but a roll is then required.

Task Types:

There are 11 different types of tasks. Most tasks are Standard, and thus Standard tasks are not listed as such. Nine other types are shown in parenthesis after the Task Difficulty, and are handled differently. The eleventh type (Mixed) is shown by putting the component types in parenthesis, such as (Unskilled & Uncertain).

STANDARD: If a character attempting a Standard Task does not have the skill(s) listed under Assets, the Task Difficulty is raised two levels for each missing skill, making an Automatic task Routine, or a Formidable one Undoable. If the task roll fails, 2D6 must be rolled on the Failure Table, and the time spent performing the task was wasted. Before attempting a failed task again, a character must check Determination (see the Unskilled Tasks section), unless a "Retry" result was obtained.

(COMPETITIVE): Two opposing characters attempt to out-do each other by rolling for a Competitive Task, adding their assets, and subtracting their opponent's. When one succeeds and the other fails, the successful character has won the Competitive action.

(COOPERATIVE): Cooperative tasks involve multiple characters, each working on their own task. Successful supportive tasks add positive Die Modifiers (DMs) to the roll on Vital tasks, and Vital tasks must succeed or the overall task will fail.

(HASTY): Tasks of this type are one level of difficulty higher than they ordinarily would be, but the Assets are doubled before subtracting them from the Time roll (although the minimum is still 3x).

(HAZARDOUS): A Hazardous Task requires a roll of 3D6 on the Failure Table if unsuccessful. Note that Total Mishaps are only possible on Hazardous Tasks!

(RESTRICTED): These tasks may only be attempted by certain individuals who meet the requirements set out in the Referee's notes, such as only allowing the last two people in a line of soldiers to attempt detection of an ambusher who picks off the hindmost with a silent ranged weapon.

(TEAMWORK): Multiple characters working together on the same task, each depending on and helping the others. The Referee's notes should state the requircd number of participants, and determine the difficulty based on the number actually helping out. Only one roll is made; using the average of all the participants' listed assets (rounding fractions of 0.5+ up). Unskilled characters are considered to have a skill level of -8 in each missing skill.

(UNCERTAIN): The player of the character attempting an Uncertain task rolls for it as normal, and the Referee also rolls. The Referee then secretly averages these two rolls (dropping fractions), adds the character's assets, and this total is used to determine success. If the task was successful, the player should be given totally accurate information, and if it failed, give them information whose inaccuracy is based upon how close the roll came. Note that it is generally harder to succeed at an Uncertain task than a Standard task of the same level of complexity.

(UNKNOWN): When a player must roll for a task of this type, they are not told what they are rolling for, nor the task's complexity. What information they gain from the task is determined by the task itself, and whether or not it succeeds. Spotting something when a character is not looking for it is an example of an Unknown task, and if it fails, the player is told nothing.

(UNSKILLED): These tasks are NOT increased by two levels of difficultv if a character does not have the appropriate skill(s).

Note that any of these task types (except Standard) may be combined with each other, and that in some cases, a character who does not have a required skill may (at the Director's discretion) use some related skill at only one level's increase in difficulty, as opposed to the normal two.

Assets:

Assets include skills, attributes, and sometimes special modifiers. A character's skill level is added directly to the roll, while attributes are divided by four (dropping all fractions) to give a DM. Attributes include: Size (SIZ), Strength (STR), Dexterity (DEX), Endurance (END), Determination (DET), Eloquence (ELO), and Education (EDU)). The total assets are added to the roll of 1D10 in order to determine succcss, and subtracted from the Time roll. Some rare tasks have no assets. Note that, regardless of DMs and difficulty, a roll of 1 is always a fumble.

Following is a table showing the relationship between a character' skill level and their knowledge in that area.

Skill Level Description of Ability
0 Basic familiarization, but no real skill; either no experience, or no formal training.
1 Some skill in the field; an entry-level worker. Bachelor's Degree equivalent.
2 Professional; Low-level management. Master's Degree equivalent.
3 Expert; Mid-level management. Doctoral Degree Equivalent.
4 Project co-ordinator; High-level management.
5 Unbelievably talented.
6 Picks the company to work for.
7 Few will ever match the character, with this level of skill.
8 Capable of performing feats normally considered impossible to mortal man.
9 The character's skill makes them a legend in their own time.
10 The Best (enough said)!

Time:

INSTANT: If present, the task takes so little time that it may be ignored.

ABSOLUTE: If a specific period of time follows in parenthesis, the task will always take that amount of time, which is irreducible. If no period is specified, then the task takes as long to accomplish as the character spends performing it (Swimming tasks are a good example).

BASE TIME: If neither Absolute nor Instant Time is indicated, the period listed is the Base Time. Roll 3D6 and subtract the Assets, multiplying the Base Time by the result (with a minimum of 3x) to determine the actual time taken. Thus, a task with a Base Time of 10 seconds does not take 10 seconds to perform, but from 30 seconds to three minutes, with an average time of one minute, forty seconds. The minimum time for such a task would be thirty seconds.

Referee's Notes:

REFEREE'S NOTES: This section contains special notes on handling the task, such as tools required, dealing with variable or Special Difficulties, conditions which raise or lower the task's complexity, etc.

Example:

To use the Task Library to quickly and easilv handle a 2300 AD combat: Routine. (Unskilled). INT. 30 seconds. Referee: Requires access to, and familiarity with, the 2300 AD rules. This task is Routine, requiring a total of six or more, uses no skills, but does allow the Intelligence DM to be added. An average character (with an Intelligence of 10) will receive +2 on their 1D10 roll, thus needing a four or better not to fail. The average time will be four minutes, and the minimum 90 seconds. Failure would require a roll ot 2D6 on the Failure Table.

Failed Tasks:

Regardless of the assets added, a roll of 1 on 1D10 is always a Fumble, and the attempted task automatically fails. Fumbles may be mere failures, or have catastrophic consequences, at the Referee's discretion.

Besides Fumbles, tasks may also fail on a roll of 2+ which does not total high enough to overcome the task's difficulty level. Once a task has been rolled for and failed, a roll must be made on the Failure Table, below. For all tasks except Hazardous, 2D6 are rolled. For Hazardous Tasks, 3D6 are rolled. The roll determines whether or not a Mishap occurs, and if so, a roll is then made on the Mishaps Table in order to determine how severe it is. A "Retry" result allows the task to be retried immediately, with no penalty other than wasted time. "Check Determination" results require rolling for the following task:

To remain determined after failing a task: Difficult. (Unskilled). DET. Instant. Referee: This task is Difficult, requiring a total of 10 or more, uses no skills, but does allow the Determination DM to be added. An average character (with a Determination of 10) will receive +2 on their 1D10 roll, thus needing an eight or better not to fail. The time required is negligible. Success allows the task to be retried immediately, at no further penalty (other than the time already wasted in the failed attempt). Failure requires either raising the task's difficulty by one level, or waiting 10x the actual time required to perform the failed task, in order to attempt it again at the normal difficulty.

The Failure Table:

Roll Failure Type
2 - 6 Retry
7 - 10 Check Determination
11 - 14 Mishap (2D6)
15+ Serious Mishap (3D6)

The Mishaps Table:

Roll Consequences
2 - 6 Superficial Damage/Mishap
7 - 10 Minor Damage/Mishap
11 - 14 Major Damage/Mishap
15+ Total Damage/Mishap

Mishaps (and any damage caused by them) are at the Referee's discretion, and they will tell you what, if anything, happened.


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