One of the major rules changes in the new Mongoose Traveller Second Edition (MgT2.0) Core Rulebook is called “Boon and Bane.” As the Core Rulebook states:
“…there will likely be situations that arise that will make things either easier or harder for the Travellers. This is where Boons and Banes come in.” (Core Rulebook, p. 59)
When a Boon is invoked, the player will roll 3d6 and keep the two best die. Bane calls for a roll of 3d6 keeping the low two dice. To see the impact on the chances of success/failure, I recommend you look at Traveller GM and 2nd Edition playtester Shawn Driscoll’s video which graphically lays it all out.
Back in September, I was already confused about the Boon/Bane mechanic. As I wrote then:
I’m sorry – I just don’t get how task difficulty and Boon/Bane work together. Nor do I see a clear difference between task difficulty and exterior factors. Don’t get me wrong; I like the intent of the Boon/Bane mechanic (the 3D6 High/Low 2D roll makes for interesting odds and results) but the RAW are unclear as to when, or even how, Boon/Bane is applied. I would like to think it’s a narrative (role-playing) tool for the players and referee. Regrettably, the rules are silent on that issue.
As the Beta playtest continued, the use of Boon/Bane was reduced and in many cases replaced by a simple die modifier (DM). In this final version, the usage is greatly reduced compared to the early Beta. However, the rule remains. Looking at the few places Boon/Bane is used, it is finally making a bit more sense to me – but only if I make the jump in understanding that MgT2.0 is a more “narrative RPG” than I previously thought.
The eureka moment for me finally came after I read Chapter Three: Combat, Leadership (p. 72). In combat, a Traveller can make a Leadership check. The Effect of the check (if positive) is the number of Boons the leader can give to any skill checks on the same side. Conversely, if the Effect is negative, the opposing side gets that many Banes available to influence skill checks. In the FATE system, this would be called an Aspect:
“Aspects are short phrases or sentences which describe something important about your character, object or situation. You can use an aspect to gain a mechanical or narrative advantage during play….Mindjammer uses several types of aspects: game aspects, character aspects, cultural aspects, situation aspects, consequences, flaws, and boosts.” (Mindjammer: The Roleplaying Game p. 67)
I think that Boon/Bane are trying to be the MgT2.0 version of FATE aspects. The first problem is that the MgT2.0 Core Rulebook is very weak on when a Boon/Bane is applied. The closest one gets is the sidebar in Chapter Two: Skills and Tasks on p. 61:
“In the vast majority of cases, a referee simply need set a Task Difficulty and then decide whether a Boon or Bane need be applied. Any necessary Dice Modifiers will be suggested by the rules.”
In FATE Accelerated (FAE), the simplified version of FATE which I often reference to understand the core mechanic, one can invoke an aspect to give themselves a bonus (Boon?) or make things harder for their opponents (Bane?). Players can also compel an aspect; use it against themselves or others making life more complicated (Bane?) (Fate Accelerated (FAE), p. 27-29). The major difference here is the use of Fate Points. While the FATE system uses Fate Points, a similar game mechanic can be found in Savage Worlds (Bennies), or Cortex Plus (Plot Points). The lack of a similar mechanic – the Fate Point/Bennies/Plot Point economy – in Traveller is the second problem with the Boon/Bane mechanic. Without a Fate Point or similar economy, too much power potentially ends up in the referees hand.
I am now more comfortable with the Boon/Bane mechanic in MgT2.0.It will be interesting to see how it works in play, but at least now i have a better understanding, and acceptance, of the intent and usage.