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Old March 5th, 2014, 02:23 AM
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Default 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?


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Old March 5th, 2014, 05:58 AM
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A natural roll of 2 - 5 is death.
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Originally Posted by rancke View Post
Or is a Medic check successful on a result of less than 8?
What kind of roll is that? This is Mongoose.
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Old March 5th, 2014, 07:34 AM
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Originally Posted by Shonner View Post
A natural roll of 2 - 5 is death.
Thank you. <sigh>

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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.

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


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Old March 5th, 2014, 10:37 AM
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Quote:
Originally Posted by rancke View Post
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.
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Old March 5th, 2014, 11:37 AM
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Originally Posted by Shonner View Post
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.
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Old March 5th, 2014, 11:59 AM
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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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Old March 5th, 2014, 01:05 PM
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I have to admit, the high mortality of low berth is the one sacred cow that I can't abide from older versions of Traveller. As a joke, it's sort of funny. But as both a game mechanic and setting construct, it's a bit hard to swallow.

For what it's worth, I would only call for a check under exceptional circumstances: an emergency revival in the middle of a gun fight, etc. That seems pretty consistent with the Mongoose skill system guidelines.
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Old March 5th, 2014, 08:08 AM
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Quote:
Originally Posted by rancke View Post
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 View Post
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.
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Originally Posted by Shonner View Post
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?!

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.
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Originally Posted by rancke View Post
Quote:
Originally Posted by Shonner View Post
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.

Last edited by CosmicGamer; March 5th, 2014 at 08:26 AM..
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Old March 5th, 2014, 08:39 AM
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Originally Posted by CosmicGamer View Post
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
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Applying first aid, basic technical tasks
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Old March 5th, 2014, 09:51 AM
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Death is a fact of life, and low Low Berth survival rate is a Traveller Trope.

Otherwise we couldn't play Low Berth Lottery.
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