Classic Traveller Discussion on the granddaddy of them all, Classic Traveller! |

May 5th, 2007, 06:06 PM
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Answering Aramis in another thread made me curious about others' experience with Classic Traveller. What kind of skill levels do you typically see in your CT game?
My experience with CT, whether I mod character generation or not, is a character skill level in the range of Level 0-5, with an occasional Level-6 popping up from time to time.
Even with my current group of PCs, I see skills in this range--and these were rolled up when I used to allow (I've stopped this now) characters to enlist in another career once they blew a survival throw.
I'll list the PCs in my game. I'd be interested to hear how they stack up against characters you have in your games (or against characters you've have in your games past).
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
(Note that the local Language skill of Riftian Anglic was not derrived through chargen.)
Doctor Da Bien-Hua, Medical Officer of the ADROIT PURSUIT
9AA655
Streetwise-2, JOT-1, Medical-3, Electronics-1, Grav Vehicle-1, Riftian Anglic-3.
Sir Bromley Riieve, acting Engineer of the ADROIT PURSUIT, working passage
8889AB
Dagger-2, Liaison-0, Sm. Watercraft-0, Swimming-0, Gambling-0, Brawling-1, AutoPistol-2, Computer-2, Vacc Suit-1, Wheeled Vehicle-2, JOT-1, Navigator-1, Carousing-2, Forgery-1, Linguistics-1, Pilot-2, Engineering-1, Leader-2, Riftian Anglic-5.
Lt. Colonel Jenn Thurgood-Bastion, Imperial Army, Aramis Station
858AA8
Liaison-2, Carousing-0, Gambling-1, Brawling-1, Swimming-0, Combat Rifleman-1, SMG-1, Tactics-1, Medical-1, Riftian Anglic-4, Computer-1, Robotics-1
Salmon Jones, Personal Bodyguard to His Majesty, The Marquis Terran Tukera
888478
Pilot-1, Wheeled Vehicle-1, Dagger-1, Carousing-2, Liasion-1, Streetwise-1, Grav Vehicle-1, Electronics-1, Rifle-3, SMG-1, Tactics-1, Riftian Anglic-3.
Captain Dexter Bryte, Owner/Operator/Pilot of the ADROIT PURSUIT
E6AB58
Combat Rifleman-1, Wheeled Vehicle-1, Blade-5, SMG-2, Gambling-5, Vacc Suit-1, Brawling-3, Forgery-1, Bribery-4, Medical-4, Engineering-1, Legal-1, Electronics-2, ATV-1, Grav Vehicle-2, Mechanical-3, Steward-1, Streetwise-1, Gunnery-1, Pilot-1, Riftian Anglic-3.
Special Note: Bryte is 62 standard years old, the recipient of multiple organ transplants and lifespan prolong medical experimentation. He looks like a weight lifter and acts as if his body was 20-30 years younger.
Russlin Suvarrii, Steward of the ADROIT PURSUIT
324A76
Brawling-6, Admin-1, Recruiting-1, Medical-1, Leader-1, Carousing-5, Robotics-1, Riftian Anglic-3.
Special Note: Russlin suffered paralyzing trauma from a low berth incident aboard the ADROIT PURSUIT, and Captain Bryte has felt responsible or Russlin ever since the accident.
Idumin Li, Imperial Scout, Natoko Base
6B6786
Electronics-0, JOT-0, Broker-0, Medical-2, Wheeled Vehicle-1, Pilot-3, Navigation-1, Forgery-1, Streetwise-1, Brawling-1, Blade-1, Riftian Anglic-3.
Luukhan Pershiire, Navigator/First Officer of the ADROIT PURSUIT
AA4B77
Mechanical-3, Medical-2, Streetwise-1, Shotgun-3, Navigation-2, Blade-1, Bribery-2, Gunnery-1, Vacc Suit-1, Pilot-1, Riftian Anglic-3.
The Marquis Terran Tukera of Aramis, Baron of Natoko, ranking Imperial noble of the Aramis subsector
4C8AAD
Legal-0, Robot Ops-0, Computer-1, Linguistics-0, Liasion-0, Cutlass-1, Dagger-1, Carousing-1, Combat Rifleman-1, Tactics-1, Gambling-2, SMG-3, Navigation-1, Brawling-2, Riftian Anglic-4.
Klue Gagarin, Gunner, ADROIT PURSUIT
6A5E46
Medical-2, Electronics-2, Mechanical-2, Gunnery-1, Carousing-3, Brawling-1, Interrogation-1, Admin-1, Recruiting-1, Riftian Anglic-2.
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May 5th, 2007, 06:06 PM
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Citizen: SOC-14
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Join Date: Dec 2002
Location: Houston
Posts: 9,343
Gallery :
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Answering Aramis in another thread made me curious about others' experience with Classic Traveller. What kind of skill levels do you typically see in your CT game?
My experience with CT, whether I mod character generation or not, is a character skill level in the range of Level 0-5, with an occasional Level-6 popping up from time to time.
Even with my current group of PCs, I see skills in this range--and these were rolled up when I used to allow (I've stopped this now) characters to enlist in another career once they blew a survival throw.
I'll list the PCs in my game. I'd be interested to hear how they stack up against characters you have in your games (or against characters you've have in your games past).
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
(Note that the local Language skill of Riftian Anglic was not derrived through chargen.)
Doctor Da Bien-Hua, Medical Officer of the ADROIT PURSUIT
9AA655
Streetwise-2, JOT-1, Medical-3, Electronics-1, Grav Vehicle-1, Riftian Anglic-3.
Sir Bromley Riieve, acting Engineer of the ADROIT PURSUIT, working passage
8889AB
Dagger-2, Liaison-0, Sm. Watercraft-0, Swimming-0, Gambling-0, Brawling-1, AutoPistol-2, Computer-2, Vacc Suit-1, Wheeled Vehicle-2, JOT-1, Navigator-1, Carousing-2, Forgery-1, Linguistics-1, Pilot-2, Engineering-1, Leader-2, Riftian Anglic-5.
Lt. Colonel Jenn Thurgood-Bastion, Imperial Army, Aramis Station
858AA8
Liaison-2, Carousing-0, Gambling-1, Brawling-1, Swimming-0, Combat Rifleman-1, SMG-1, Tactics-1, Medical-1, Riftian Anglic-4, Computer-1, Robotics-1
Salmon Jones, Personal Bodyguard to His Majesty, The Marquis Terran Tukera
888478
Pilot-1, Wheeled Vehicle-1, Dagger-1, Carousing-2, Liasion-1, Streetwise-1, Grav Vehicle-1, Electronics-1, Rifle-3, SMG-1, Tactics-1, Riftian Anglic-3.
Captain Dexter Bryte, Owner/Operator/Pilot of the ADROIT PURSUIT
E6AB58
Combat Rifleman-1, Wheeled Vehicle-1, Blade-5, SMG-2, Gambling-5, Vacc Suit-1, Brawling-3, Forgery-1, Bribery-4, Medical-4, Engineering-1, Legal-1, Electronics-2, ATV-1, Grav Vehicle-2, Mechanical-3, Steward-1, Streetwise-1, Gunnery-1, Pilot-1, Riftian Anglic-3.
Special Note: Bryte is 62 standard years old, the recipient of multiple organ transplants and lifespan prolong medical experimentation. He looks like a weight lifter and acts as if his body was 20-30 years younger.
Russlin Suvarrii, Steward of the ADROIT PURSUIT
324A76
Brawling-6, Admin-1, Recruiting-1, Medical-1, Leader-1, Carousing-5, Robotics-1, Riftian Anglic-3.
Special Note: Russlin suffered paralyzing trauma from a low berth incident aboard the ADROIT PURSUIT, and Captain Bryte has felt responsible or Russlin ever since the accident.
Idumin Li, Imperial Scout, Natoko Base
6B6786
Electronics-0, JOT-0, Broker-0, Medical-2, Wheeled Vehicle-1, Pilot-3, Navigation-1, Forgery-1, Streetwise-1, Brawling-1, Blade-1, Riftian Anglic-3.
Luukhan Pershiire, Navigator/First Officer of the ADROIT PURSUIT
AA4B77
Mechanical-3, Medical-2, Streetwise-1, Shotgun-3, Navigation-2, Blade-1, Bribery-2, Gunnery-1, Vacc Suit-1, Pilot-1, Riftian Anglic-3.
The Marquis Terran Tukera of Aramis, Baron of Natoko, ranking Imperial noble of the Aramis subsector
4C8AAD
Legal-0, Robot Ops-0, Computer-1, Linguistics-0, Liasion-0, Cutlass-1, Dagger-1, Carousing-1, Combat Rifleman-1, Tactics-1, Gambling-2, SMG-3, Navigation-1, Brawling-2, Riftian Anglic-4.
Klue Gagarin, Gunner, ADROIT PURSUIT
6A5E46
Medical-2, Electronics-2, Mechanical-2, Gunnery-1, Carousing-3, Brawling-1, Interrogation-1, Admin-1, Recruiting-1, Riftian Anglic-2.
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May 5th, 2007, 11:26 PM
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S4, those look to have too many skill levels...
__________________
~ Aramis
 | aramis.hostman.us /trav
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May 5th, 2007, 11:26 PM
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Administrator
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S4, those look to have too many skill levels...
__________________
~ 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. |
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May 6th, 2007, 12:46 AM
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For CT, I tend to use books 4-7 with the Int+Educ limit from book 7 (the merchant one).
I have rarely ever had characters with levels above 3. I had a marine once with a brawling-4, but that was a bit of a fluke. One doctor had medic-4.
As suggested in another thread, I also let characters keep degrade some skills or drop them to level-0 to come in under the cap.
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May 6th, 2007, 12:46 AM
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For CT, I tend to use books 4-7 with the Int+Educ limit from book 7 (the merchant one).
I have rarely ever had characters with levels above 3. I had a marine once with a brawling-4, but that was a bit of a fluke. One doctor had medic-4.
As suggested in another thread, I also let characters keep degrade some skills or drop them to level-0 to come in under the cap.
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May 6th, 2007, 01:29 AM
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Citizen: SOC-14
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Join Date: Dec 2002
Location: Houston
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Quote:
Originally posted by Aramis:
S4, those look to have too many skill levels...
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Yep. I modded chargen, as I said at the beginning of the post. I allowed a change in careers if a survival throw was blown, and I had a few house rules (Background skills, Special Duty from MT, etc) that upped the number of skills earned--but didn't tend to up the level of any particular skill.
That was a year and a half ago when I started my current campaign. Today, I've had second thoughts about the mod to allow continuance in another career after a survival throw is blown. Next time, I'm either going to not allow that at all--or, I'm going to make it very hard to change careers.
The Survival throw is going to mean the character is put into play then--the flag that says, "No more character generation."
I think players will respect the Scout career or a Military career where the survival throw is high. Sure, they'll get some good skills, but it's also possible they'll get few and be put into play with less.
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May 6th, 2007, 01:29 AM
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Citizen: SOC-14
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Join Date: Dec 2002
Location: Houston
Posts: 9,343
Gallery :
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Quote:
Originally posted by Aramis:
S4, those look to have too many skill levels...
|
Yep. I modded chargen, as I said at the beginning of the post. I allowed a change in careers if a survival throw was blown, and I had a few house rules (Background skills, Special Duty from MT, etc) that upped the number of skills earned--but didn't tend to up the level of any particular skill.
That was a year and a half ago when I started my current campaign. Today, I've had second thoughts about the mod to allow continuance in another career after a survival throw is blown. Next time, I'm either going to not allow that at all--or, I'm going to make it very hard to change careers.
The Survival throw is going to mean the character is put into play then--the flag that says, "No more character generation."
I think players will respect the Scout career or a Military career where the survival throw is high. Sure, they'll get some good skills, but it's also possible they'll get few and be put into play with less.
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May 6th, 2007, 01:34 AM
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Citizen: SOC-14
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Join Date: Dec 2002
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Quote:
Originally posted by Prospero:
For CT, I tend to use books 4-7 with the Int+Educ limit from book 7 (the merchant one).
I have rarely ever had characters with levels above 3. I had a marine once with a brawling-4, but that was a bit of a fluke. One doctor had medic-4.
As suggested in another thread, I also let characters keep degrade some skills or drop them to level-0 to come in under the cap.
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I like the INT+EDU cap, but I always tend to mod it. I'll ignore it in chargen, but use it with Character Experience and Growth rules.
I may do something like what you did next time. Not sure. Mulling it around.
What I don't like is that its an absolute cap. What I'd like to do is use it to make it harder to get a skill.
Maybe this...
During chargen, once a character reaches total skills of INT + EDU, every point over that is a negative on the survival throw (making it more likely the character will be put into play) and a negative on reenlistment.
Thus, if a character has INT-7 and EDU-7, has gone three terms, and total skills reach 18, then this character has a -4 DM on Survival throws and a -4 DM on reenlistment throws.
Or, maybe just a -4 DM on reenlistment and leave Survival as it is. That's probably a better idea.
I've got a couple of ideas swimming around like this.
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May 6th, 2007, 01:34 AM
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Citizen: SOC-14
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Join Date: Dec 2002
Location: Houston
Posts: 9,343
Gallery :
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Quote:
Originally posted by Prospero:
For CT, I tend to use books 4-7 with the Int+Educ limit from book 7 (the merchant one).
I have rarely ever had characters with levels above 3. I had a marine once with a brawling-4, but that was a bit of a fluke. One doctor had medic-4.
As suggested in another thread, I also let characters keep degrade some skills or drop them to level-0 to come in under the cap.
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I like the INT+EDU cap, but I always tend to mod it. I'll ignore it in chargen, but use it with Character Experience and Growth rules.
I may do something like what you did next time. Not sure. Mulling it around.
What I don't like is that its an absolute cap. What I'd like to do is use it to make it harder to get a skill.
Maybe this...
During chargen, once a character reaches total skills of INT + EDU, every point over that is a negative on the survival throw (making it more likely the character will be put into play) and a negative on reenlistment.
Thus, if a character has INT-7 and EDU-7, has gone three terms, and total skills reach 18, then this character has a -4 DM on Survival throws and a -4 DM on reenlistment throws.
Or, maybe just a -4 DM on reenlistment and leave Survival as it is. That's probably a better idea.
I've got a couple of ideas swimming around like this.
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