One complaint about the Call of Cthulhu task resolution system is that a mystery may hinge on uncovering critical information, which depends on using a skill to find. Failure of the skill roll then totally impedes further progress. While I don’t find this problem to be as large as critics claim; there often is more than one way to skin a cat. But, nonetheless, there have been some solutions presented to this problem. One of which is to just not make the information subject to a skill check at all. However, I have always found this dissatisfying.

Night Danger on Twitter (X) has had an insight in regard to this problem. The issue is time. Many tasks in real life are certain to be completed given enough time and effort. So why base success on a single roll? Why indeed? Mr. Danger has inspired me to design one alternative approach. And, while still preliminary, I think there may be something to it.

Note: this approach has some limits. It applies neither to combat nor to where other means of determining time to complete are defined in the rules (e.g. reading tomes, psychoanalysis). In addition, the GM may well choose to impose physical or environmental limits that impede completing a task within the determined time. Plus, this approach doesn’t completely eliminate failures, but should make such much rarer while still imposing possible consequences.

Under this approach, tasks as assigned a Skill and a Task Length Category. The skills I present here are the Call of Cthulhu first edition skill list. The Task Length Categories are shown in the table below. For each skill, there is a range of Task Length Categories applicable to each specific skill.

Task LengthTime
Immediate1 round
Quick 1-5 rounds
Short1-12 minutes
Medium1-12 hours
Long1-12 days
Very Long1-12 months
Infiniteforever

SkillSkill Length BottomSkill Length Top
    AccountingshortVery Long
    AnthropologyShortInfinite
    ArchaeologyShortInfinite
    AstronomyShortInfinite
    BargainShortInfinite
    BotonnyShortInfinite
    CamouflageShortInfinite
    ChemistryShortInfinite
    ClimbQuickLong
    Credit RatingImmediateInfinite
    Cthulhu MythosImmediateInfinite
    DebateShortInfinite
    Diagnose DiseaseShortVery Long
    DodgeImmediateImmediate
    Drive AutoImmediateImmediate
    Electrical RepairShortInfinite
    Fast TalkQuickShort
    First AidImmediateShort
    GeologyShortInfinite
    HideImmediateQuick
    HistoryShortInfinite
    JumpImmediateImmediate
    LawShortVery Long
    Library UseShortVery Long
    LinguistImmediateVery Long
    ListenImmediateQuick
    Make MapsShortVery Long
    Mechanical RepairShortInfinite
    OccultShortInfinite
    Operate Heavy MachineryImmediateMedium
    OratoryQuickMedium
    PharmacyShortVery Long
    PhotographyQuickShort
    Pick PocketImmediateShort
    Pilot AircraftImmediateImmediate
    PsychoanalysisShortVery Long
    PsychologyShortInfinite
    Read Write EnglishImmediateVery Long
    Read/Write Other LanguageImmediateVery Long
    RideImmediateImmediate
    SingImmediateMedium
    SneakImmediateShort
    Speak Other LanguageImmediateVery Long
    Spot HiddenImmediateInfinite
    SwimImmediateLong
    ThrowImmediateImmediate
    Treat DiseaseShortInfinite
    Treat PoisonQuickVery Long
    ZoologyShortInfinite

Method:

  • The GM chooses the skill and the Task Length Category he assessed the task falls into. The task length category is kept secret.
  • The player states what Task Length Category he thinks the task will take.
  • Note: one could make Task Length Category chits for each side. Each side chooses one, then flips the chit simultaneously.
  • GM and Player reveal their Task Length Category
    If the player has chosen a category longer than the GM chose, then the task is successful. GM rolls for how long it takes for the player’s chosen category. This length is secret from the player.
    • If the player has chosen a shorter Task Length Category than the GM, then the player makes a skill resolution check.
    • If successful, then the GM rolls on the category chosen by the GM.
    • If the roll is an impale (20 percent or less of the PC skill), then the GM rolls on one Task Length Category lower than the GM chose.
    • If the task resolution roll fails, then the GM rolls one Task Length Category longer than he chose.
    • Note: the infinite category is essentially a failure, but this is Call of Cthulhu there might be situations where a player is exposed to Infinite Time.
    • All rolled task lengths are secret from the player until such time has passed within the game.
    • Note: for tasks that are longer than a year but less than infinity, a GM might break them into multiple Very Long steps. For example, the task of “Write the Dictionary” might be twenty Very Long task attempts.

So, there you have it. It likely could use some refinement of course. But if you give it a go, let me know how it worked for you.

2 responses to “Call of Cthulhu RPG — Alternative Task Resolution”

  1. Authoritative News Network Avatar

    When I saw Night Dangers pondering on this I wondered if you could use the Task Timeframe from Mongoose Traveller. Its set at very similar timescales to the ones you’ve listed, but where taking longer at certain tasks lowers the overall Difficulty.
    In CoCs case undertaking a task where extra time can be applied (Library Use more so than Spot Hidden) may result in a Bonus Die (not sure if that’s applicable to the earlier editions) or rolling the check with a 5%/10% bonus.

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    1. Fluid the Druid Avatar

      The Bonus Die is not part of first edition. I’d have to dig out my later editions to confirm when the Bonus Die was added. But, yes, that would somewhat address the consideration. Though, I used CoC because that was Night Dangers context. I think the general approach I outline here might be useful for most types of Skill focused RPGs — especially when there are key informational bottlenecks.

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