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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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  #11  
Old April 15th, 2005, 06:10 PM
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Quote:
Originally posted by Michael Taylor:
"LBB1: basic + Citizens character generation tables (and skills), but add a special duty roll to gain more benefits per term. Allow a character to pick two skills, one as a life pursuit and one as a hobby, these skills can be selected instead of a rolled skill, but only once per term."

I would eliminate random rolls for skills - we choose our casreers in real life, so let people whoose whether to study navigation or piloting... Keep the "8+ Education only" skill list so some skills are not available to the truly education-challenged. Also add the extra skills from book 4 and 5 to the navy, army and marine careers as choices. After all, why can a pirate get ship tactics but a navy pilot can't?

Put in place skill-0 skills base don homeworld. IMTU each CT characters gets 2 level-0 skills to choose from, based on their homeworld.
Did you ever serve in any armed service Mike? I only ask because you seem to think you have a lot of choice in the skills you develop. You have some, but a lot of times, you just get assigned to learn X Y or Z because it is necessary for someone (ie you) to know it. Some stuff is just taught to you as basic training, but even beyond that, there is often strong pressure to take certain courses. It can be tough to resist. I had to dodge and weave and duck to avoid getting my 404s (CF driver's license). Why? Because once you had it, you got tasked to do a lot of driving whether you wanted to or not. (Hence a good chance of getting another involuntary level of Wheeled Vehicle...). I could have passed on some of the wonderful things I got out of basic and trade training, but the choice wasn't there. Had I been going into operational theaters with real threats, I would have underwent further training. And guess what, it would not have been my choice! Welcome to the military life!

Even in the world outside the military, people often learn skills because the job requires it. You can choose some of your skill development, some is thrust upon you by life.

IMO, YMMV.
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  #12  
Old April 15th, 2005, 06:31 PM
kaladorn kaladorn is offline
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My big beef with weapons systems with multi-dice damage from particular weapons is that that gives a minimum damage. That's silly. I can get a graze from a .50 BMG just like I can get a graze from a .22 LR. The difference in damage won't be much, if it is a graze. Sure, for a solid hit, the .50 will leave a much bigger hole (so mimimum damage might make sense) but there should be some representation of small wounds from big weapons.
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  #13  
Old April 15th, 2005, 07:03 PM
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Grazes and nicks are generally called "misses" in most (OK, some) game mechanics*. But it would be nice to have a close call kind of injury result. Something that will leave you with noting more than a scar to brag about. Perhaps any miss that is a miss by just 1 on whatever dice roll system is used.

* well, OK, not D&D, in that a hit is a graze or nick until the very last stroke, after all your luck and dodging has run out and you're so tired that the telling blow is struck
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  #14  
Old April 16th, 2005, 01:00 AM
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Yeah, Mike, there might be some level of choice involved. But, mostly, there is (in the military, police, paramilitary like the Scouts) a lot of being assigned to things because you are the person someone thought best for the job. (Usually, that means you are the only one not on TDY (Temporary Duty).) And your disagreement doesn't amount to much.

I have always allowed rolling, THEN choosing the table to reflect that wiggle room. You may not want ANY of the skills that a 3 gives you, but you get to choose the lesser of 3 evils.
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  #15  
Old April 20th, 2005, 11:45 PM
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(1) I would make make the generation process more like the advanced versions in that you roll for each year.
(2) I would have a combination of basic skills, choice, and randomly assigned skills depending on type of character. For example, you get a basic package of skills as basic training, you have some 0 or 1 level skills due to background, you roll randomly for skills, but you may specify that you are focusing on a particular skill that you need for your next promotion or another reason that you can convince the referee is a plausible reason to focus.
(3) No limit on number of skill levels
(4) Benefits: Rolls on the money table are what you have managed to save during your terms of service. Assume that the character has acquried any basic equipment reasonable to their past history. Unusual or special (for example, military only) equipment must be purchased or acquired by some means up to the PC and referee.
(5) Add level 7 & 8 to benefits tables and add an approiate means of reaching the DM to access those levels. All ship benefits would be on level 8 and add equalivalent benefits to those services that lack them. Make all multiple benefits meaningful. (Don't let additional TAS rolls become wasted rolls.)
(6) Change combat damage system to something like the AD2300 system.
(7) Use High Guard ship design rules.

Guess that is enough for now.
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  #16  
Old April 21st, 2005, 10:24 AM
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Actually, you could give some good flexibility by allowing the player to pick a skill off of one list (say, Army Life), but requiring rolls on all other lists. This would mean that getting any of the really good skills (Hvy Wpns, Tactics, Computer, etc.) would take a bit of a gamble.
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  #17  
Old April 21st, 2005, 11:08 AM
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Quote:
Originally posted by Fritz88:
Actually, you could give some good flexibility by allowing the player to pick a skill off of one list (say, Army Life), but requiring rolls on all other lists.
This is a variant on the Life Pursuits* idea, which I think would work in any version of Traveller.

Life Pursuits: Each term, declare a Life Pursuit skill, thereby having the option of taking levels in that skill or rolling.
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  #18  
Old April 21st, 2005, 12:26 PM
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That is a good idea.
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  #19  
Old April 21st, 2005, 01:34 PM
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Which version is that from, robject, MT?
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  #20  
Old April 21st, 2005, 03:14 PM
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It's from the old T5 character generation files.
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