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-   -   Low berth survival (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=32087)

rancke March 5th, 2014 02:23 AM

Low berth survival
 
According to p. 142 of the Core book, "...a Medic check is required upon opening the [low berth capsule], applying the passenger's Endurance DM to the check. If failed, the passenger does not survive."

Does this mean that if the ship is carrying a fully qualified medic (with Medic-2), a passenger with average endurance will die on a roll of 2-5? Or is a Medic check successful on a result of less than 8?


Hans

Shonner March 5th, 2014 05:58 AM

A natural roll of 2 - 5 is death.
Quote:

Originally Posted by rancke (Post 469648)
Or is a Medic check successful on a result of less than 8?

What kind of roll is that? This is Mongoose.

rancke March 5th, 2014 07:34 AM

Quote:

Originally Posted by Shonner (Post 469656)
A natural roll of 2 - 5 is death.

Thank you. <sigh> :(

Quote:

What kind of roll is that?
One with a nuanced skill resolution system where some tasks are easier than others; one where it doesn't take a skill of Medic-6 to keep people from dying in low berths.

Quote:

This is Mongoose.
That's what I was afraid of.


Hans

CosmicGamer March 5th, 2014 08:08 AM

Quote:

Originally Posted by rancke (Post 469648)
According to p. 142 of the Core book, "...a Medic check is required upon opening the [low berth capsule], applying the passenger's Endurance DM to the check. If failed, the passenger does not survive."

Quote:

Originally Posted by rancke (Post 469648)
Does this mean that if the ship is carrying a fully qualified medic (with Medic-2), a passenger with average endurance will die on a roll of 2-5? Or is a Medic check successful on a result of less than 8?

Unknown without the other variables.
Quote:

Originally Posted by Shonner (Post 469656)
What kind of roll is that? This is Mongoose.

Good question. Mongoose uses task difficulty, characteristic, and timing modifiers. A task typically is written as
Task Description: Skill, Characteristic, Timing, Difficulty
Example:
Using a mining drone to excavate an asteroid: Remote Operations, Dexterity, 1–6 hours, Routine (+2).

The description on page 142 does not provide these details. Aw, the poor GM actually has to do something?! :eek:

For me this is something the medic does every time there are low berth passengers and I think it should at least be a routine (+2) task.

Not sure if some other version of Traveller would help give a typical time for the task.

My thought is a decent doc would be level 2, have a +1 to their primary doc characteristic, and take their time. This would be a total +4, routine task another +2 for a 8 and success even on snakeyes. Chance of failure is if one is not taking their time and/or don't have a decent doctor.

Here are some more thoughts
Why not have a very qualified doc from the starport thaw out the popsicles.
The passenger might have instructions to contact a local doctor upon arrival instead of depending on the ships greasy engineer "I know machinery, let me give it a try."
Having an expert medical program give give a +1, or other assistance.
Situational modifiers
Quote:

If a character has help, such as good tools, competent aids or other beneficial circumstances, he receives a +1 DM to his skill check.
maybe a higher tech low berth or a medical bay.
Aiding Another Character. "Nurse, monitor the occupants vitals while I revive them."

I'm sure there is something else I'm forgetting.
Quote:

Originally Posted by rancke (Post 469658)
Quote:

Originally Posted by Shonner (Post 469656)
This is Mongoose.

That's what I was afraid of.

It's not like Mongoose came up with the concept of deadly low berths and lotteries.

CosmicGamer March 5th, 2014 08:39 AM

Quote:

Originally Posted by CosmicGamer (Post 469659)
Not sure if some other version of Traveller would help give a typical time for the task.

In Mongoose high guard it discusses a frozen watch and has this to say
Quote:

6 turns to thaw, brief and get to the right place
That is 36 minutes but it includes a lot more than just the thaw.

Time frames table on page 50 of the core
10-60 minutes seams high since we know it is considerably less than 60 minutes.
1-6 minutes is the next step down. The example action
Quote:

Applying first aid, basic technical tasks

Condottiere March 5th, 2014 09:51 AM

Death is a fact of life, and low Low Berth survival rate is a Traveller Trope.

Otherwise we couldn't play Low Berth Lottery.

Daidoji Dave March 5th, 2014 10:24 AM

Quote:

Originally Posted by CosmicGamer (Post 469659)
My thought is a decent doc would be level 2, have a +1 to their primary doc characteristic, and take their time. This would be a total +4, routine task another +2 for a 8 and success even on snakeyes. Chance of failure is if one is not taking their time and/or don't have a decent doctor.
...
Having an expert medical program give give a +1, or other assistance.
Situational modifiers maybe a higher tech low berth or a medical bay.
Aiding Another Character. "Nurse, monitor the occupants vitals while I revive them."

Pretty much the above for me, especially the bold. I hadn't thought of making it Routine, but that does actually rationalize low berth travel if that's desired.

Quote:

Originally Posted by CosmicGamer (Post 469659)
I'm sure there is something else I'm forgetting.

Skill chains, when available. Say a skilled Engineer (Life Support), with specialized equipment and taking his time, monitors the berths during travel, I'd give that skill check Effect to the defrost.

Shonner March 5th, 2014 10:37 AM

Quote:

Originally Posted by rancke (Post 469658)
one where it doesn't take a skill of Medic-6 to keep people from dying in low berths.

Low berths are not supposed to be safe. If you're not going to use setting rules, then heck... make the low berths medium berths or high berths. Crank up their tech levels so anyone can operate them (even the passengers themselves) without a doctor. Make the doctor a necromancer.

Daidoji Dave March 5th, 2014 11:37 AM

Quote:

Originally Posted by Shonner (Post 469671)
Low berths are not supposed to be safe.

Well, no. But I'll meet the OP half-way. Unless you're following the "don't roll till it matters" rule, 5 or under on 2d6 comes out to a 30% death rate, which seems high, even compared to the setting info. Ideally I'd like to see the most common roll come out to sudden death only on snake-eyes, which is why I like applying other modifiers.

Shonner March 5th, 2014 11:59 AM

Quote:

Originally Posted by Daidoji Dave (Post 469676)
5 or under on 2d6 comes out to a 30% death rate, which seems high, even compared to the setting info.

A referee should know when it makes sense to even do a roll. Players shouldn't cry if their character knows the risks. Just questioning this rule says an awful lot about a player.


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