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Old November 30th, 2010, 03:12 AM
Apparition Apparition is offline
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Default Skill cap?

Ive been searching through the book, and it occurs to me that there is no mention on the cap for skills. Is this an oversight, or is it meant to be played that way?

I have seen one of my players start play after some lucky dice rolls with a gun combat of 6, and this seems potenitally game breaking to me, since with some very lucky die rolls and several terms in creation, and characters could potential start play with 10 or higher levels in a single skill.

I am considering setting a skill cap of 5, but other opinions would be helpful
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Old November 30th, 2010, 04:22 AM
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The cap only exists for some skill receipts, and for connections-gained levels.

If a given entry shows a limit (usually 0 or 1), it will be listed with a number. If an entry has no number, that's unlimited. (p. 8)
Engineering 0 means "if you don't have engineering, gain it at level 0; otherwise, no gain."
Pilot 1 means "If you don't have pilot, or have it at 0, raise it to 1; otherwise, no gain.
Stealth means "Add 1 to the level of Stealth skill; if no skill or skill 0, go to skill 1"
Brawling 2 means "If skill <2, it's now 2; if skill already 2+, no gain."
Connections can't be used for skills already at 3+ (p.37)

Note that most rank skills and many event skills have limit numbers.
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Old November 30th, 2010, 11:59 AM
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I believe you can have only as many skill levels as INT+(something). Don't have my book with me. Look at the small section about improving skills.

Personally, I lock all skills to a max of 4 in chargen.
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Old November 30th, 2010, 12:13 PM
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I believe you can have only as many skill levels as INT+(something). Don't have my book with me. Look at the small section about improving skills.
I think you are referring to starting skills and EDU. I haven't seen anything about max levels in MGT. An old Trav rule set had the Int + EDU rule I think.
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Old March 16th, 2013, 12:38 AM
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I think you are referring to starting skills and EDU. I haven't seen anything about max levels in MGT. An old Trav rule set had the Int + EDU rule I think.
This is great thread - The total ranks and number skills was INT+EDU from my interpretation of the Classic rules; however, I could be wrong. In addition, I am not even sure there is a cap on skill levels.

When it comes to MgT version - I am not sure if there is a cap on the level of skill levels. I would assume that since a skill level of 4 is relates to something famous that would be the max. I am only using the example: “a character with Medic 4 is famous surgeon or specialist” p. 6. One could argue, once you’re famous…there is no higher level, but I guess that is open for interpretation.
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Old March 16th, 2013, 06:12 AM
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INT + EDU was implemented for CT and MT's "advanced" character generation systems (Mercenary, High Guard, Scouts, and Merchant Prince) because skill awards could be rolling in every *year* and could add up very quickly.

Mongoose's character generation produces more skills on average than the CT/MT Basic systems but less than the Advanced systems. More importantly, ALL careers use the same system, so there is no need to rein a few careers in.
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Old March 16th, 2013, 08:31 AM
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Quote:
Originally Posted by Apparition View Post
Ive been searching through the book, and it occurs to me that there is no mention on the cap for skills. Is this an oversight, or is it meant to be played that way?

I have seen one of my players start play after some lucky dice rolls with a gun combat of 6, and this seems potenitally game breaking to me, since with some very lucky die rolls and several terms in creation, and characters could potential start play with 10 or higher levels in a single skill.

I am considering setting a skill cap of 5, but other opinions would be helpful
Hi,

Gun Combat should be broken down into specific skills, so Gun Combat - Slug Pistol 2, Gun Combat - Laser Pistol 2, Gun Combat - Laser Rifle 1 and Gun Combat - Slug Rifle 1, for example.

I haven't had anyone lucky enough to roll so many but a unique skill llike Astrogation should be limited to a max of 5, also during character generation there is the limit of no more skills than INT +EDU,

Kind Regards

David
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Old March 16th, 2013, 01:06 PM
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No, MgT has no skill caps that I'm aware of. Even in the improvement section (takes longer the more skill levels, is all).

Including level 0 skills from background skills, and basic skills, and the extras from ranks, event tables, and player optional connection skills, not to mention group selected skill packages - an MgT PC usually has quite a lot of skills, and can easily have some very high numbers.

Die saturation with skill level alone is very possible. Add characteristic, computer, equipment, and augment DMs, (not to mention timing, etc.) and its not too hard to make 'superheros' using the structured mechanics... <shrug>

MgT's core rules were designed to support other settings and the 'average joe' concept from CT is not really an apparent goal of the design. Without care, PCs easily can become the equivalent of Corbin Dallas, Neo, or Yoda.

There is an 'optional' max terms rule mentioned.

Another approach - limit the compounding of DMs. Should a level-4 doctor really benefit from a level-2 computer program the same as a level-0? An amateur may require a power tool and parts to fix something - where a pro can achieve the same result using his teeth, a paper clip and his skill - the power tool and parts would just slow him down. Not talking about penalizing higher skills (i.e. no negative DMs), rather limiting benefits and intelligently gauging what DMs really represent. In theory, the dice curve should compensate for this, but 2d6 is too limited in practice.

Simplistic general rules I've used: Skill-3+ characteristic DMs apply to Average+ difficulty. Equipment DMs and such apply only on Difficult+ for Skill-3+ and are limited to +2 for lower skilled. (Hacks, since they are 'broken' for specific DMs and low skills compared to higher, but I lost interest in the mechanics a while back <shrug>)
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Old March 19th, 2013, 08:01 PM
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Skills rarely go above level 4 in Mongoose Traveller during character generation.
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Old March 19th, 2013, 10:00 PM
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Quote:
Originally Posted by Shonner View Post
Skills rarely go above level 4 in Mongoose Traveller during character generation.
Depends on if a gaming group allows anti aging drugs and unlimited number of terms.
Quote:
Originally Posted by Apparition View Post
Ive been searching through the book, and it occurs to me that there is no mention on the cap for skills. Is this an oversight, or is it meant to be played that way?

I am considering setting a skill cap of 5, but other opinions would be helpful
I don't think it is an oversight.

On page 36 you have the optional rule for limiting terms. This will not give a hard limit to the number of skills or max skill level but it is effective in controlling a characters overall quantity of skills.

Odds are low, but even a 3 term character getting promoted every term could gain 6 levels in the same skill. They would be a one trick pony though.
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