Not all people living at TL2 are desert nomads and the like. Someone from a city wouldn't have Survival.He's got survival 0 by default - any competent ref would grant that![]()
Hans
Not all people living at TL2 are desert nomads and the like. Someone from a city wouldn't have Survival.He's got survival 0 by default - any competent ref would grant that![]()
But a lot of what we consider "Survival" skills where part of everyday life, eg. making fire or telling if water is good to drink, what local mushrooms and other food plants are eatable.
I just checked and 'Survival' is an Advanced Education skill for barbarians. :rofl:
This is a cool concept, though it shows that Traveller hasn't quite done enough to flesh out its barbarians - not that it hasn't room for them, but thinks of them all as only tribal warriors like Scythians or Native Americans.
But a lot of what we consider "Survival" skills where part of everyday life, eg. making fire or telling if water is good to drink, what local mushrooms and other food plants are eatable.
From the rank titles, it appears that barbarians are not just anyone from a low-tech world. They seem to be nomad tribesmen. As such they should, indeed, get Survival (<native environment>). How they get gun combat, mechanical, and streetwise is a bit of a puzzle, and their medical skill can't be all that effective. I doubt that a barbarian with Medical-3 could get a licence to practice on worlds with higher tech levels.
If you want some other kind of low-tech person, you will have to use another career and simply enforce tech level limitations.
Hans
Exactly! This is what I was trying, pitifully, to say! "Local" is important, but there should be some overlap - maybe they get Survival-1 by default on their home planet, but 0 anywhere else?
Maybe they are more like someone from the Third World than outright aborigines. To someone from a TL-13+ world a guy driving a gasoline ground car with actual wheels on it and wearing a leather jacket and snakeskin cowboy boots on some TL-6 world might be pretty barbarous.
That's interesting. I've been working on a setting that I'd like to give a "Wild West" vibe, and I've thought that the existence of a TL12 culture on another continent of the same world would be a problem because of the easy access to grav vehicles1. What makes you think grav cars are too expensive for so many people?I don't know about that. Even at TL 13 the vast majority of personal "cars" will be wheeled as a Grav car is too expensive for 90% of the population.
What makes you think grav cars are too expensive for so many people?
Hans
Primarily their price.
Based on this thread I am using prices from CT. So, Book 2 Air/raft price (hardly a replacement for an enclosed auto) the price listed in Cr600,000. $600,000 USD in '77. Today, USD 2.3 million. Even at 600,000 it is NOT a vehicle that even the UPPER middle class could afford in the 3I.
But IIRC the CT costs of grav vehicles were reduced by a factor 10 in Book 4. One of the few official CT errata of those days.
Hans
Oh, I wouldn't want to ignore micro-econ1. I must agree with you that it's not going to be a substitute for a family car. But I don't think that rules out some other business model, like community owned vehicles.Okay. So that makes an air/raft (not even a real replacement for a modern auto) cost only $230,000 in today's money. Like I said, a vehicle for the rich only. How many people do you know that own and drive quarter of a million dollar cars? (my bad, an enclosed, air conditioned grav vehicle will run you a lot more than that)
In short, it ain't happening unless you ignore micro-econ and have a fantasy setting.