Traveller Store CotI Features New Posts Mark Forums Read Register


Go Back TravellerRPG.com > Citizens of the Imperium > Other Versions of Traveller > Mongoose Traveller

Mongoose Traveller Discussion forums for the Traveller rules from Mongoose Publishing.

Reply
 
Thread Tools Display Modes
  #21  
Old October 29th, 2008, 04:13 AM
mike wightman's Avatar
mike wightman mike wightman is offline
Noble
 
Join Date: Jun 2003
Location: Newcastle
Posts: 16,161
Gallery : 0
mike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizen
Default

Quote:
Originally Posted by far-trader View Post
You misunderstand, I think. Yes Gruffty showed when it appeared in print. Though that may have little to do with when it was introduced. I beleive the idea may have been talked about in response to feedback on the rise in skills in advanced char gen. That's what I meant above.
Yep, it was probably the ridiculous number of skills that advanced character generation was giving that needed the nerf.

Quote:
That it was not applied logically or equally is probably the result of (notorious imo) sloppy editing and/or consistency. Not some purposeful application designed to make only certain career gen adhere to it and not others.
It's a conspiracy I tell you...

Quote:
As far as applying it equally to basic and advanced char gen, it's a moot point. I don't think I've ever had it an issue in basic char gen (well maybe once with some really low mental stats). But it has been an issue with more than a few advanced char gen characters even with average stats (and at least one with above average).
Again true enough - it is very rare for basic characters to come anywhere near the cap, until mustering out and then learning from experience...

Quote:
And I will reiterate that the idea seems sound from a game rule point. It brings some balance to the stats...

...all except the classic dump stat of Soc of course


Quote:
The rule is probably less necessary for MGT as it does use stat bonuses, as long as it treats the stats fairly* (not equally mind you, which is the way I suspect they went). I am curious if Soc is still a dump stat in MGT

* as in how many skills use each stat compared to the others? And how much do the physical stats count for beyond skills? And do the non-physical stats count for anything beyond skills. Fairly would see a balancing factor where a stat with few applicable skills would count for more, while a stat that counts for more than just skills would count less. Equally would just say "stat bonus = x for y" no matter which stat. But that's all probably less here than there.
In a sci-fi game Int and Edu become really important for lots of task roles - in MT an awful lot of tasks used Int or Edu as the controlling characteristic.
MgT also allows you to select skill and stat needed for the success role.

I use Int and Edu in combat too to determine brain damage as a result of blood loss etc.
__________________
The beauty of CT LBB1-3 is that the ref is free to make such decisions for themselves.
Reply With Quote
  #22  
Old October 29th, 2008, 05:48 PM
Supplement Four's Avatar
Supplement Four Supplement Four is offline
Citizen: SOC-14
 
Join Date: Dec 2002
Location: Houston
Posts: 9,343
Gallery : 0
Supplement Four Citizen++Supplement Four Citizen++Supplement Four Citizen++Supplement Four Citizen++
Default

Quote:
Originally Posted by mike wightman View Post
If you roll and keep characteristics it isn't unusual to end up with a low Int+Edu score. This should not stop someone from being able to pick up skills - the low stat should be enough of a handicap in play.
Not if you're talking about CT, where 80-90% of throws do not reference stat.

CT combat references some stat (not INT and EDU). There are a couple of other references, here and there (DEX for zero G operations, for example). But, most of the time, in CT, stat is not referenced.

So, the low numbers in stats--especially INT and EDU would not handicap play all that much.

The Experience Cap is needed.



Quote:
Do you allow characters to swap new skills for old if they go above their cap during generation?
Sure. Player's choice. It's part of their input on their characters.

Don't forget that the CT rules allow for fairly easy increase of the EDU stat (but it cannot be raised higher than the INT stat).

Quote:
Or downgrade a skill to a lower level so a new skill can be earned (this may actually work as a way to give level 0 skills "I was trained in it but it's so long since I used it...."
Skill never goes below Level-0. So, if you downgrade, you never lose all expertise in that skill.

For example, a character is very good at bicycle riding early on in life. He's Cycle-2. Then, as he gets older, he doesn't ride as often as he used to. As a new skill becomes available, the player decides to downgrade to Cycle-1. Later on, he does it again, to Cycle-0. But, his skill never drops below Cycle-0. He'll always retain some knowledge and expertise in that area.

Of course, this isn't a "game" example. I wanted to make the point. Substitute Rifle skill with Cycle above, and the same logic holds true. The character is a sharpshooter with Rifle-2 in his 20's. As he gets older, he doesn't go to the range anymore, and his skills fade. He degrades to Rifle-1 and then to Rifle-0. But, he'll never go below that.

The rule actually works quite well.



So many people think they know CT rather well, but I find that many people aren't as "up" on CT rules as they think.

CT skills are not meant to be stagnant. Just read Marc's words in the Experience section of LBB's 1-3. He explains how a sharpshooter is best at his skill when being a sharpshooter is his profession. That skill goes up and down.

The expereince rules reflect this motion, too.

At any one time, a player can be "training" a particular skill. During that training period, that skill is one level higher than normal. If the character keeps training that skill (and is successful on training throws), then the skill keeps the increase after 4 years.

But, a character can drop one skill and then pick up another.

For example, a character with Rifle-2 and Vacc Suit-1 can train his Rifle skill, making him: Rifle-3 and Vacc Suit-1 during training.

If he changes focus during that training, he can decide to work on his Vacc Suit skill, making him: Rifle-2 and Vacc Suit-2.

Or, he can fail his determination roll, slack off, and revert to his original: Rifle-2 and Vacc Suit-1.

The point is to highlight how the skill levels fluctuate in CT.





Quote:
Originally Posted by Rhialto the Marvelous View Post
Playing a game with Book 1 characters with e.g. three skills at 1 or 2, or playing one with Book 4-6 characters with six to ten skills at 1 to 5, is almost like playing with two different skill systems.
Again, if you enforce the Survival Rule, the two game systems will work together. You will get characters with about the same number of skills. The Survival Rule is key to make that happen, though. Basic and Advanced chargen characters do not work together if you allow the Optional Surival Rule.

Remember that, with Basic Chargen, Survival is throw but once per 4 years. With Advanced Chargen, Survival can be thrown up to once per year.

With the risk of death occuring more often, more skills are placed on an Advanced Chargen character.

What typically happens is that Advanced Chargen characters are younger, less terms, vs. their Basic Chargen counterparts. Both tend to have about the same amount of skills, though.

Compare 1001 Characters and Veterans if you don't believe me.
Reply With Quote
  #23  
Old October 29th, 2008, 07:52 PM
Rhialto the Marvelous's Avatar
Rhialto the Marvelous Rhialto the Marvelous is offline
Citizen: SOC-13
 
Join Date: Oct 2006
Location: New Haven
Posts: 564
Gallery : 0
Rhialto the Marvelous Citizen
Default

S4, I agree. My hunch is the skill cap was introduced in order to preserve the Book 1 approach to skills after publication Books of 4-6. But the djinni was out of the bottle, and in a sense MT was the logical next step.
__________________
IMTU tc++ tm++ ?t20>+ ?t5@ ge+ 3i+ hi++ so-- vi+ zh+ da--
Reply With Quote
  #24  
Old October 29th, 2008, 09:14 PM
Supplement Four's Avatar
Supplement Four Supplement Four is offline
Citizen: SOC-14
 
Join Date: Dec 2002
Location: Houston
Posts: 9,343
Gallery : 0
Supplement Four Citizen++Supplement Four Citizen++Supplement Four Citizen++Supplement Four Citizen++
Default

Quote:
Originally Posted by Rhialto the Marvelous View Post
S4, I agree. My hunch is the skill cap was introduced in order to preserve the Book 1 approach to skills after publication Books of 4-6. But the djinni was out of the bottle, and in a sense MT was the logical next step.
MT uses the Experience Rule (skill cap), as I'm sure you know.

And, you might be right about its introduction to equate Book 1 Basic Chargen characters with Books 4+ Advanced Chargen characters.

A couple of other limitations are hidden in the rules as well. For example, there's the Term Limit (unless box cars are thrown on Re-enlistment).

As I stated above, EDU can be fairly easily improved, but INT can only be improved through chargen. So, once chargen is completed, INT is what it is--and what it will forever be, until the character dies (or it is lowered due to age or some other factor). So, once EDU reaches INT (or if EDU is already higher than INT straight from chargen), that becomes the characters hard-line Experience Limit.

Let's not forget, though, in CT, having no skill is not that much of a penalty in many instances. The penalty, typically, is that the character recieves no bonus.

For example, a CT character could very well come out of chargen with just two skills: Rifle-1 and Vacc Suit-1. Nothing else.

This is a very playable character. He gets +1 with Rifle and a bonus to Vacc Suit throws, but for most everything else and most other throws, he's just throwing straight dice.

That happens a lot in CT. I think people forget that.
Reply With Quote
  #25  
Old October 29th, 2008, 11:13 PM
far-trader far-trader is offline
Noble
 
Join Date: Jul 2001
Location: Regina Subsector aka SK, Canada ;-)
Posts: 13,724
Gallery : 12
Visit far-trader's Blog
far-trader Citizen
Default

Quote:
Originally Posted by Supplement Four View Post
...

Let's not forget, though, in CT, having no skill is not that much of a penalty in many instances. The penalty, typically, is that the character receives no bonus.

For example, a CT character could very well come out of chargen with just two skills: Rifle-1 and Vacc Suit-1. Nothing else.

This is a very playable character. He gets +1 with Rifle and a bonus to Vacc Suit throws, but for most everything else and most other throws, he's just throwing straight dice.

That happens a lot in CT. I think people forget that.
I don't think so...

For most cases where the character doesn't have the skill they can't do the thing. Period.

Without the (oft abused) Jack-o-Trades they are hooped unless the ref decides to allow it as a default skill. And in Book 1 that is a pretty limited skill set.

If it was applicable to every skill (i.e. every character has every skill at level 0 if needed) then what's the point of Jack-o-Trades? What's the need to hire that Engineer, Medic and/or Steward for the Free-Trader you mustered out with that you plan to Pilot and none of your friends have the needed skill(s)?

I don't even like (really really dislike to be honest) the "all characters in Book 1 have zero level skill with all weapons in Book 1". I mean come on, a little realism please.
__________________
Dan "far-trader" Burns

Original material in this post may be employed for personal non-profit use with the origin noted. Any other use is subject to permission from the author. Contact me through the private message feature of this board.

Fund Rare Bard Rants - Donate your unused rants today!

Musings of an old Trader... (my CotI Travellog) updated - May 3 2012
Reply With Quote
  #26  
Old October 30th, 2008, 01:53 AM
aramis's Avatar
aramis aramis is offline
Administrator
 
Join Date: May 2001
Location: Anchorage, AK, USofA
Posts: 29,057
Gallery : 53
Visit aramis's Blog
aramis has disabled reputation
Send a message via ICQ to aramis Send a message via AIM to aramis Send a message via Yahoo to aramis
Default

Not every GM interpreted Gun-Combat 0 to be all weapons... many CT Ref's I've met made you pick. About half, in fact.

I've never played in another Ref's CT or MT game without the Experience limit. I've run a couple without it... but never again under CT/MT.

Jack was a "roll-for-it" skill in most GM's games.

The purported lack of stat references S4 cites is pretty much only in the core; the adventures have a variety of different task approaches, including 3d vs stat, +3 x to stat if skill y+.... While S4's 68A is derived from CT, it's not the CT task system, but A CT skill resolution system (which isn't quite the same thing), and its one of several approaches in the core rules. A couple refs I've met used a 2d vs stat if skill adequate, 3d if present but insufficient, or 4d if skill not present; most of them also played TFT, and had Bk0, which does have a discussion on aproaches to resolving actions. Several others used a modified combat mechanics: 2d for 8+, DM+1 if stat X+, DM -1 if stat Y-, DM+Skill; they used this approach (usually Stats 10+ and 5-, but not always).

The lack of an explicit singular mechanic provided room for a variety of approaches. I've seen at least 6 approaches used in play by myself and other Refs.
Method 1: 2d for 8+ with DM's, usually including a DM+1 or +2 for high stat, and a DM-1 or -2 for low.
Method 2: Dice by difficulty for ≤stat, DM +X if skill Y+
Method 3: if skill high enough, succeed, if not, fail
Method 4: Roll 3+Skill dice, keep 3, for ≤ stat.
Method 5: Roll and total dice equal to skill.
Method 6: Roll 2d if skill enough, 3d if present but not sufficient, 4d if skill missing; -1d if easy, +1d if hard; trying for stat or less.

Methods 1,2, and 3 are from various skill sections in the core rules. Method 4 was used by a guy I met, who said it was based upon the AD&D DMG methods of rolling stats. Method 5 was used by me a couple times, based upon my having had my ref require it in 1985... Method 6 was used by a group in anchorage who also played TFT; we discussed it at a school function.

The one thing that can be reliably said is that CT as it was played seldom was CT as written, and even when it was, many other actions were resolved in a variety of ways based upon the lack of consistent method.

Most games of the era had at least 2 resolution systems: Usually one for combat and a different one for non-combat. T&T: Saving Rolls for non-combat, attack dice totals for combat, both for ranged combat. TFT 3d vs adj stat for combat, Xd by difficulty vs stat for non-combat.
__________________
~ Aramis
aramis.hostman.us /trav
Smith & Wesson: The Original Point and Click interface!

Archduke of Sylea (CORE 2118)
Duke of the Third Imperium (SPIN 0534)
Count Terra (SOLO 1827)
Count Gorod (REFT 1302)
Count of the Third Imperium (SPIN 2232)
Viscount of Adabicci (SPIN 1824)
Marquis of the Solomani Rim (SOLO 0606)
Marquis of the Third Imperium (SPIN 2410)
Baron of the Third Imperium (SPIN 2231)
Knight of the Iridium Throne (CORE 1434)
Sir William Hostman (OLDE 0512)
Sir William Hostman (DAGU 0622)
Knight of Deneb (REFT 2239)
Knight of Deneb (Spin 2532)
SEH w/Diamonds for Extreme Heroism - Battle of Boughene
MCG - Battle of Boughene
TAS: William Hostman (CORR 2506)
TAS: Bearer (DAIB 1326)
IMTU ct+ tm++ tne tg-- tt+ tmo+ t4- t20+ to ru+ ge+ 3i+ c+ jt au ls pi+ ta he+ st+
Wil Hostman 0602 C539857-9 S A724
OTU: 95% 3i an+ au+ br- cpu± dt± f+ fs++ ge± ih- inf± j± jf+ jm+ jt+ ls- n= nc+ pi+ pp-- tp+ tr+ tv- vi-- xb+-
Unless there is bold red text, presume my posts to be my personal material only.

Last edited by aramis; October 30th, 2008 at 01:58 AM..
Reply With Quote
  #27  
Old October 30th, 2008, 02:43 AM
mike wightman's Avatar
mike wightman mike wightman is offline
Noble
 
Join Date: Jun 2003
Location: Newcastle
Posts: 16,161
Gallery : 0
mike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizen
Default

Quote:
Originally Posted by Supplement Four View Post
Not if you're talking about CT, where 80-90% of throws do not reference stat.
Do any of them in the basic game?

CT is a skills based system first, to play by the boook you need the book in front of you to read how to handle each skill.


Quote:
CT combat references some stat (not INT and EDU). There are a couple of other references, here and there (DEX for zero G operations, for example). But, most of the time, in CT, stat is not referenced.

So, the low numbers in stats--especially INT and EDU would not handicap play all that much.
very true.

Quote:
The Experience Cap is needed.
I still don't see why.

A character rolls a 5 for INt and 6 for Edu, what's the chance of them ever getting 11 skill lvls in basic character generation?
And if a character gets a 2 in each the player just joins the scouts

[delete]Skill never goes below Level-0. So, if you downgrade, you never lose all expertise in that skill.

For example, a character is very good at bicycle riding early on in life. He's Cycle-2. Then, as he gets older, he doesn't ride as often as he used to. As a new skill becomes available, the player decides to downgrade to Cycle-1. Later on, he does it again, to Cycle-0. But, his skill never drops below Cycle-0. He'll always retain some knowledge and expertise in that area.

Of course, this isn't a "game" example. I wanted to make the point. Substitute Rifle skill with Cycle above, and the same logic holds true. The character is a sharpshooter with Rifle-2 in his 20's. As he gets older, he doesn't go to the range anymore, and his skills fade. He degrades to Rifle-1 and then to Rifle-0. But, he'll never go below that.

The rule actually works quite well.[/quote]
But it's not a game rule is it? And yes I do like it.



Quote:
So many people think they know CT rather well, but I find that many people aren't as "up" on CT rules as they think.
Hidden meaning?

Quote:
CT skills are not meant to be stagnant. Just read Marc's words in the Experience section of LBB's 1-3. He explains how a sharpshooter is best at his skill when being a sharpshooter is his profession. That skill goes up and down.

The expereince rules reflect this motion, too.

At any one time, a player can be "training" a particular skill. During that training period, that skill is one level higher than normal. If the character keeps training that skill (and is successful on training throws), then the skill keeps the increase after 4 years.

But, a character can drop one skill and then pick up another.

For example, a character with Rifle-2 and Vacc Suit-1 can train his Rifle skill, making him: Rifle-3 and Vacc Suit-1 during training.

If he changes focus during that training, he can decide to work on his Vacc Suit skill, making him: Rifle-2 and Vacc Suit-2.

Or, he can fail his determination roll, slack off, and revert to his original: Rifle-2 and Vacc Suit-1.

The point is to highlight how the skill levels fluctuate in CT.
The point being the skill never drops to lower than it was during character generation - in play you may temporarilly or even permanently raise a skill but your base line is whatever you finished character generation with.







Quote:
Again, if you enforce the Survival Rule, the two game systems will work together. You will get characters with about the same number of skills. The Survival Rule is key to make that happen, though. Basic and Advanced chargen characters do not work together if you allow the Optional Surival Rule.

Remember that, with Basic Chargen, Survival is throw but once per 4 years. With Advanced Chargen, Survival can be thrown up to once per year.

With the risk of death occuring more often, more skills are placed on an Advanced Chargen character.

What typically happens is that Advanced Chargen characters are younger, less terms, vs. their Basic Chargen counterparts. Both tend to have about the same amount of skills, though.

Compare 1001 Characters and Veterans if you don't believe me.
I have and do. I also note the characters in both books that break the Int+Edu cap....
__________________
The beauty of CT LBB1-3 is that the ref is free to make such decisions for themselves.
Reply With Quote
  #28  
Old October 30th, 2008, 02:51 AM
mike wightman's Avatar
mike wightman mike wightman is offline
Noble
 
Join Date: Jun 2003
Location: Newcastle
Posts: 16,161
Gallery : 0
mike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizenmike wightman Respected Citizen
Default

Quote:
Originally Posted by Supplement Four View Post
A couple of other limitations are hidden in the rules as well. For example, there's the Term Limit (unless box cars are thrown on Re-enlistment).
How can a rule that's flat out stated be hidden?

Quote:
As I stated above, EDU can be fairly easily improved, but INT can only be improved through chargen. So, once chargen is completed, INT is what it is--and what it will forever be, until the character dies (or it is lowered due to age or some other factor). So, once EDU reaches INT (or if EDU is already higher than INT straight from chargen), that becomes the characters hard-line Experience Limit.
Int can be raised by an RNA implant but the details are left to the referee - hidden in the Experience section

Quote:
Let's not forget, though, in CT, having no skill is not that much of a penalty in many instances. The penalty, typically, is that the character recieves no bonus.

For example, a CT character could very well come out of chargen with just two skills: Rifle-1 and Vacc Suit-1. Nothing else.

This is a very playable character. He gets +1 with Rifle and a bonus to Vacc Suit throws, but for most everything else and most other throws, he's just throwing straight dice.

That happens a lot in CT. I think people forget that.
Read "Default skills" in the "Other Skills" section at the end of the skills description section.
Unless you have JoT skill you can not even attampt skills that you don't have lvl 0 or lvl 1 in (and the list of lvl 0 skills is there in the default section).
__________________
The beauty of CT LBB1-3 is that the ref is free to make such decisions for themselves.
Reply With Quote
  #29  
Old October 30th, 2008, 09:27 AM
atpollard's Avatar
atpollard atpollard is offline
Citizen: SOC-14
 
Join Date: Oct 2006
Location: Port Richey
Posts: 9,325
Gallery : 43
Visit atpollard's Blog
atpollard Awesomeatpollard Awesomeatpollard Awesomeatpollard Awesomeatpollard Awesomeatpollard Awesomeatpollard Awesomeatpollard Awesomeatpollard Awesomeatpollard Awesomeatpollard Awesome
Default

To bring this somewhat back to CT vs MGT CharGen, I was quite impressed with the way MGT quantified ability modifiers to skills. It seemed to match fairly closely the range of modifiers found among the individual CT skill descriptions in a more "universal" manner. The basic 2-12 attribute range has most characters with +0, some with +/-1, and a very few with +/-2. IIRC, +/-3 required exceptional attributes. I am inclined to adopt it for use with CT and the 68A rule as a good simple guideline. (As a ref, I freely admit to putting more emphasis on 'fast' and 'fun' than on 'fair' when it comes to resolving tasks.)

I also like the fact that MGT quantified the zero level skills. In CT I have adopted a house rule that any time you fail a roll for a skill in Chargen, you get that skill at level-0 (you were exposed to it but never mastered it). This works well explaining how that character got that particular skill-0. So far it seems to work out ok.

MGT offers a point-buy option that seems an open invitation to create 'half-Elven Rangers' - (the classic combination for the old D&D min-max rules munchkins). It isn't an inherently bad idea, just one prone to abuse.

While some people have done analysis of the 'average' number of skills for CT Basic CharGen, CT Advanced CharGen and MGT CharGen, my personal experience is that these averages, while probably correct, are not indicative of the real results that I see in actual characters. CT Basic Chargen rarely produces more than 2 skills per term for even the luckiest set of rolls. CT Advanced CharGen on the other hand, could produce as many as 6 skills in 1 year by attending one of the schools and rolling well – with still more chances for skills for Commission, Promotion and other years in that term. In the end, a 1 term CT Advanced Chargen Marine could be overwhelmingly superior to a 4 term CT Basic Chargen Marine (both having made 4 survival rolls). From the analysis, MGT Chargen has averages comparable to CT Advanced Chargen, but the characters that I have seen suggest that in practice, MGT Chargen produces characters with both many more skills (including skill-0) and many more skill levels than CT Advanced Chargen and MegaTraveller Chargen. While the averages may be similar, the systems produce far different statistical ‘tails’, and players tend to save and play the ‘best’ character that they rolled, not the most ‘average’.

Last edited by atpollard; October 30th, 2008 at 09:30 AM..
Reply With Quote
  #30  
Old October 30th, 2008, 10:30 AM
Supplement Four's Avatar
Supplement Four Supplement Four is offline
Citizen: SOC-14
 
Join Date: Dec 2002
Location: Houston
Posts: 9,343
Gallery : 0
Supplement Four Citizen++Supplement Four Citizen++Supplement Four Citizen++Supplement Four Citizen++
Default

I received several responses to my comments above. I'm going to have to respond one by one--but later today.

Here's one, though...

Quote:
Originally Posted by far-trader View Post
I don't think so...

For most cases where the character doesn't have the skill they can't do the thing. Period.
That's incorrect.

Look at the "Throws" section in The Traveller Adventure that discusses the creation of task throws. Also, look through the Traveller Book at all the suggested skill throws. For the most part, skill is not a requirement.

What happens when a Naval character fires a Rifle without Rifle skill? Nothing. He throws without a bonus for having Rifle skill--all other modifiers are the same. (All characters in Book 1 are considered to have Skill-0 in all weapons listed in that book.)

What happens when a Doctor fires a Rifle without a Rifle skill? A penalty is applied (-5 DM as Doctors are not considered to have Skill-0 in all weapons listed in Books 1-3). He still gets an attempt (and it the penalty may make it impossible to hit...and it may not, depending on other modifiers). The point being: He can still attempt, and sometimes make, the throw without skill.

What happens when a character without Vacc Suit skill attempts to jump, untethered, from one ship to another across a vacuum plain? Nothing. He still gets to roll. He just doesn't get the +4 per skill level bonus.

What happens when someone without Medical skill attempts to pull a passenger out of low berth? Nothing. He still gets the attempt. He just doesn't get the bonus for having Medical-2 or better (which is only +1).

As I stated before, many people think they know CT but really don't know the rules as well as they think they do. (No slight meant to Dan or Mike or anyone reading this thread....I'm just correcting some misperceptions.)

Now, there are some instances where having skill is absolutely necessary...the GM can make that requirement anytime he wishes. Also, there are some examples in the book when this requirement is in place.

But, for the most part, a CT character does not have to have the referenced skill in order to attempt a throw. Sometimes there are penalties to not having the skill, and sometimes there is. But, many, many throws allow the throw even if the character doesn't have the skill.





Quote:
I don't even like (really really dislike to be honest) the "all characters in Book 1 have zero level skill with all weapons in Book 1". I mean come on, a little realism please.
I think it makes sense. Look at the careers. Navy. Scouts. Marines. Army. Merchants. Other. I can see all of those types of characters having zero level skill (knowing how to pick up a regular weapon and fire it with some competence) in regular weapons.

Note that this rule does not apply to all careers in CT. For example, Doctors, from Supplement 4, are not subject to the rule. If a Doctor doesn't have skill, he suffers the -5 penlaty to hit.

Which, again, makes sense.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
CT/MT/T4 character to G:T WarriorKnight GURPS Traveller 4 March 8th, 2015 05:58 PM
Tell Me About Your Character Avery Adventurers 168 May 26th, 2013 11:24 AM
My NEW Character... mad13142000 The Lone Star 11 April 25th, 2004 11:04 AM
my character is me? hirch duckfinder The Lone Star 5 March 6th, 2003 01:42 AM
My first character Doris Starblaze Adventurers 2 February 26th, 2001 11:23 PM

This website and its contents are copyright ©2010- Far Future Enterprises. All rights reserved. Traveller is a registered trademark of Far Future Enterprises .
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright (c) 2010-2013, Far Future Enterprises. All Rights Reserved.