mike wightman
SOC-14 10K
I alluded to this in a previous post, now let us take a look at classic Traveller in all its glory, using two skills.
"Electronic expertise allows a character to use and operate electronic items; generally the skill is a DM applied to the throw to understand, repair, assemble, or operate. Complex items would also require a certain level of education or a very high intelligence; many devices may also require some degree of dexterity to disassemble, repair, and reassemble.
Referee: Specific throws for specific situations must be generated. Obviously, some throws will be harder than others, and many will be impossible without an accumulation of DMs based on expertise, education, dexterity, intelligence, and the availability of parts and tools. To generate a specific throw, the referee analyzes the specific circumstances and selects a number to be thrown (usually throw that number or greater to succeed). DMs allowed should be the level of electronics skill, +1 for intelligence above some level (say, 10), +1 for education above some level (say, 9), and appropriate values for lack of tools (perhaps -5) or poor conditions (maybe -3). The throw is then made, and success is determined by the result.
Such throws are restricted to one per specific time period, an hour, four hours, a day, or a week, as appropriate"
Why can't we just substitute the medical skill in place of electronic?
Medical expertise allows a character to perform medical related tasks; generally the skill is a DM applied to the throw to diagnose, provide treatment, and prescribe drugs. Complex trauma would also require a certain level of education or a very high intelligence; many surgeries may also require some degree of dexterity to disassemble, repair, and reassemble.
Referee: Specific throws for specific situations must be generated. Obviously, some throws will be harder than others, and many will be impossible without an accumulation of DMs based on expertise, education, dexterity, intelligence, and the availability of drugs and medical tools. To generate a specific throw, the referee analyzes the specific circumstances and selects a number to be thrown (usually throw that number or greater to succeed). DMs allowed should be the level of medical skill, +1 for intelligence above some level (say, 10), +1 for education above some level (say, 9), and appropriate values for lack of medical kit (perhaps -5) or poor conditions (maybe -3). The throw is then made, and success is determined by the result.
Such throws are restricted to one per specific time period, an hour, four hours, a day, or a week, as appropriate"
All I have done here is exactly what the rules as written in 77 edition tell me to do.
"Electronic expertise allows a character to use and operate electronic items; generally the skill is a DM applied to the throw to understand, repair, assemble, or operate. Complex items would also require a certain level of education or a very high intelligence; many devices may also require some degree of dexterity to disassemble, repair, and reassemble.
Referee: Specific throws for specific situations must be generated. Obviously, some throws will be harder than others, and many will be impossible without an accumulation of DMs based on expertise, education, dexterity, intelligence, and the availability of parts and tools. To generate a specific throw, the referee analyzes the specific circumstances and selects a number to be thrown (usually throw that number or greater to succeed). DMs allowed should be the level of electronics skill, +1 for intelligence above some level (say, 10), +1 for education above some level (say, 9), and appropriate values for lack of tools (perhaps -5) or poor conditions (maybe -3). The throw is then made, and success is determined by the result.
Such throws are restricted to one per specific time period, an hour, four hours, a day, or a week, as appropriate"
Why can't we just substitute the medical skill in place of electronic?
Medical expertise allows a character to perform medical related tasks; generally the skill is a DM applied to the throw to diagnose, provide treatment, and prescribe drugs. Complex trauma would also require a certain level of education or a very high intelligence; many surgeries may also require some degree of dexterity to disassemble, repair, and reassemble.
Referee: Specific throws for specific situations must be generated. Obviously, some throws will be harder than others, and many will be impossible without an accumulation of DMs based on expertise, education, dexterity, intelligence, and the availability of drugs and medical tools. To generate a specific throw, the referee analyzes the specific circumstances and selects a number to be thrown (usually throw that number or greater to succeed). DMs allowed should be the level of medical skill, +1 for intelligence above some level (say, 10), +1 for education above some level (say, 9), and appropriate values for lack of medical kit (perhaps -5) or poor conditions (maybe -3). The throw is then made, and success is determined by the result.
Such throws are restricted to one per specific time period, an hour, four hours, a day, or a week, as appropriate"
All I have done here is exactly what the rules as written in 77 edition tell me to do.