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In My Traveller Universe Detail what parts of Traveller you do (or don't) use in your campaign.

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  #111  
Old September 9th, 2019, 12:53 AM
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Your comments are noted, gentlemen, but I should point out that the title of the thread is "A Heretical Traveller Universe". I am proceeding based on what I have observed over the years. I think that my concept of Skill Level 1 for any area is close to what Diveguy views as Skill Level "0". I will also be using a percentile system for combat, not the 2D6, which does tend to change the effects of a change in bonus/minus.

The question I pose to you gentlemen is, if the Skill Levels for small arms is simply a matter of how well you can line the sights up, what constitutes Skill Levels in other areas? I will be going with what I feel comfortable with. If you choose another course, the game allows for that.
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  #112  
Old September 9th, 2019, 07:48 PM
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Quote:
Originally Posted by timerover51 View Post
Your comments are noted, gentlemen, but I should point out that the title of the thread is "A Heretical Traveller Universe". I am proceeding based on what I have observed over the years. I think that my concept of Skill Level 1 for any area is close to what Diveguy views as Skill Level "0". I will also be using a percentile system for combat, not the 2D6, which does tend to change the effects of a change in bonus/minus.

The question I pose to you gentlemen is, if the Skill Levels for small arms is simply a matter of how well you can line the sights up, what constitutes Skill Levels in other areas? I will be going with what I feel comfortable with. If you choose another course, the game allows for that.

- As you said sir, you're going with a percentile system, so yes small changes are not as big of an issue. Was merely offering a counterpoint.

- My observations are NOT saying "weapon skill" is merely lining sights up and pulling the trigger. I view it as employing the tool competently in a stressful situation, as well as routine maintenance, understanding of the item and the like. It's a tough line to find - on the one extreme you end up with a generalized "combat" skill covering EVERYTHING, on the other you are digging into the weeds. I certainly don't pretend to have all the answers, or the "one true way" - and how I would game it now is significantly different than what I would have done 30 years ago, or probably what I'll think five years hence.
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  #113  
Old September 13th, 2019, 02:15 AM
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In regard to weapon non proficiency, I'd say it would depend on both the familiarity the character has with the weapon type or sub type, and let's call it the tech tree from which the weapon was developed or evolved from.

It's quite possible that a Vargr developed revolver functions and handles significantly different from a Solomani semi automatic pistol, so it requires a significant amount of time for even a practiced shooter to figure out how it works.
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