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Character creation questions

Murdoc

SOC-12
Some things that struck me while making some characters recently:
  1. For Nobles: What is the Capital skill? I could guess that it means World Knowledge: (wherever you are based from), but that's just a guess. It really should be explained somewhere, assuming it's not an error.
  2. Strategy skill: Just curious how one could use it for Athletics? (mentioned in the description)
  3. Rogues: I know it has already been brought up that they have no access to Fighter skill (but really should), but an even bigger omission I think is Stealth skill. Shouldn't they be able to sneak around and break into places?
 
I could guess that it means World Knowledge...

That's my interpretation, as I've, at least as yet, found no other to challenge it.

...they have no access to Fighter skill...

I find it odd that Don's errata doesn't address Rogues and Fighter Skill, but we'll obviously be seeing more.

...Stealth skill.

Rogues in T5 are more con men than sneak thieves, leaving Stealth more to the realm of Agents.
 
Rogues in T5 are more con men than sneak thieves, leaving Stealth more to the realm of Agents.
Yeah, well that's another problem I have with the new careers: The idea, as I understand it, why there are only a few career types is because they are supposed to be very broad categories that can encompass many types of jobs, regardless of culture and (mostly) TL. But, as we can see in the case of Rogues (and even Scouts), some of them are more narrow than before. I don't think that it would take a lot of change to give this career (despite its Risk/Reward-Scheme system) the same range of options as say found in the TV show Leverage. In fact I've already reworked the skill tables in my house rules to accommodate this, and virtually nothing is sacrificed (a few skills, like High-G and Hostile Environ had to go, but who will miss those really?). So now with this change you can make your hacker, hitter, grifter, thief, or mastermind, or any mix of them, and as Leverage or Ocean's 11 shows, they can all work "undercover" and be "con men" even in these different roles.
 
On Rouges.

/snips/
[*]Rogues: I know it has already been brought up that they have no access to Fighter skill (but really should), but an even bigger omission I think is Stealth skill. Shouldn't they be able to sneak around and break into places?
[/LIST]
Sure they do, it is called JoT. :p
 
Some things that struck me while making some characters recently:
  1. For Nobles: What is the Capital skill? I could guess that it means World Knowledge: (wherever you are based from), but that's just a guess. It really should be explained somewhere, assuming it's not an error.
  2. Strategy skill: Just curious how one could use it for Athletics? (mentioned in the description)
  3. Rogues: I know it has already been brought up that they have no access to Fighter skill (but really should), but an even bigger omission I think is Stealth skill. Shouldn't they be able to sneak around and break into places?

Capital is knowledge of the capital of the Empire. Treat that as you will.

I would use Strategy with Athletics to win an athletic competition, contest or game and especially any team sport.

Rogues get Forbidden at muster out and with that can take Fighter, Stealth and any number of other offensive skills.

Also, I'm with Jazzlvraz on Agents being the sneaky, break-in and shoot you types. Rogues with their high payout scams are white collar criminals.
 
Capital is knowledge of the capital of the Empire. Treat that as you will.
Which is fine, but it should be written somewhere.

I would use Strategy with Athletics to win an athletic competition, contest or game and especially any team sport.
Oh, team sports, right. I was thinking only of Olympic type stuff, but for team sports it totally makes sense. Thanks. (I'm such a nerd. :p)
Rogues get Forbidden at muster out and with that can take Fighter, Stealth and any number of other offensive skills.
Actually, only Rogues who have had 1 term get Forbidden, otherwise their "+Terms" bonus makes it impossible to get. So even then they can only get 1 level of 1 of those skills, and a one in six chance of that happening on top of that, provided they don't go for the money instead. That is far from what I'd call a satisfactory solution to the problem.

Also, I'm with Jazzlvraz on Agents being the sneaky, break-in and shoot you types. Rogues with their high payout scams are white collar criminals.
If that's fine with you then great, but why limit the rest of us unnecessarily?
 
Which is fine, but it should be written somewhere.


Oh, team sports, right. I was thinking only of Olympic type stuff, but for team sports it totally makes sense. Thanks. (I'm such a nerd. :p)

Actually, only Rogues who have had 1 term get Forbidden, otherwise their "+Terms" bonus makes it impossible to get. So even then they can only get 1 level of 1 of those skills, and a one in six chance of that happening on top of that, provided they don't go for the money instead. That is far from what I'd call a satisfactory solution to the problem.


If that's fine with you then great, but why limit the rest of us unnecessarily?

I believe that the muster out bonus is not mandatory, although that is not written anywhere.
 
I believe that the muster out bonus is not mandatory, although that is not written anywhere.

I've run into, created, and read about so many House Rules on Mustering Out...the mind boggles. It seems to be one of the first things Refs have to deal with, regardless of edition.
 
Capital is on page 174 under Knowledges.

Regarding the application of DMs, see pp 23 & 24 for some guidance about when it's OK to add or ignore a DM. Further, see p77 under Duplicate Benefits. It says there that if you get something twice and don't want it, roll again. If all you can get is the max result on the table and you already have that benefit then I think you should pick something you want from the table. This may offend some, but I think it's consistent with the spirit of the rules. It's a game. You're supposed to have fun playing it. To do that you have to make judgement calls from time to time. The point is that Rogues do have access to Fighter and Stealth, which is what a lot of people seem to be hung up on.

Whatever limits you ascribe to this game are your own, Murdoc. Why choose to be confrontational with someone who's trying to help? You asked questions in a public forum. If you don't like my answers, make up your own or keep checking back until you find one you do like.
 
Capital is on page 174 under Knowledges.
Ah, there it is. Thanks for pointing that out for me. I hadn't thought to look there because Knowledges are so very rarely put into the skill tables.

Regarding the application of DMs, see pp 23 & 24 for some guidance about when it's OK to add or ignore a DM.
Ok, I just read it. I saw the part about Revisions, when a DM is noticed only after a roll is made, then indeed it is allowed to be added in if it would help a roll to become a success from a failure. However, I couldn't find anything about ignoring DMs there. If I missed something could someone please point it out to me?

Further, see p77 under Duplicate Benefits. It says there that if you get something twice and don't want it, roll again. If all you can get is the max result on the table and you already have that benefit then I think you should pick something you want from the table. This may offend some, but I think it's consistent with the spirit of the rules. It's a game. You're supposed to have fun playing it. To do that you have to make judgement calls from time to time.
Yup, I'm aware of the rolling again rule, but what you think should be done is not the rules, and it is certainly not in their "spirit" if it goes against what it specifically says to do, unless it is an errata, in which case it should be changed. If it is not an errata, then that is what the game designer(s) specifically wanted. Either way, that's the rule. Sure, it's not the way I do it in my games either, because it doesn't make sense. I have a whole list of house rules I've already made for this game, so yeah, I get the whole "judgement call" thing, and we certainly have plenty of fun with them. But when talking with people outside of any gaming group I am playing with, I can't discuss the rules under the assumption that other people are using my house rules, because most likely they are not. I say this because that is why I said what I did about the rules and what they say about the availability of those skills. I wasn't complaining that the strict interpretation of the rules was ruining the game for me or anything.

The point is that Rogues do have access to Fighter and Stealth, which is what a lot of people seem to be hung up on.
And what I am saying is that I think that they have insufficient access to those skills, given what I consider their importance to the role. If Marc really wants his rogues to be able to fight or sneak that little, then fine, I'll house rule it (in fact I already have), but I don't know that, it might have simply been an oversight. That is why I wrote my original post in the form of a question: I try not to make assumptions about what are mistakes and what is intentional, and thus ask for clarification. If I see something that seems out of sorts, I don't see the problem with asking.

Whatever limits you ascribe to this game are your own, Murdoc.
What?!? Aren't rules themselves limits? Yes, I know I can house rule them, and I do, as I've said, but sometimes the "problems" I see are not intentional, and others actually tend to appreciate when they are pointed out so that they can be fixed. I am both an experienced play-tester and proofreader.

Why choose to be confrontational with someone who's trying to help? You asked questions in a public forum. If you don't like my answers, make up your own or keep checking back until you find one you do like.
Please tell me how I was being confrontational. Was it because I didn't agree with you completely? So far I've thanked you when you've shown me where in the rules would answer my questions. I've offered logical counterpoints to help clarify what I was saying, and offered my own opinion after you offered yours, again, to clarify my position. So where was I confrontational?
 
snip
What?!? Aren't rules themselves limits? Yes, I know I can house rule them, and I do, as I've said, but sometimes the "problems" I see are not intentional, and others actually tend to appreciate when they are pointed out so that they can be fixed. I am both an experienced play-tester and proofreader.

Actually, since RPGs began the only hard, unbending rule is the GM is always right and the book is a set of guidelines. Rules are only rules if the GM agrees.
 
Actually, since RPGs began the only hard, unbending rule is the GM is always right and the book is a set of guidelines. Rules are only rules if the GM agrees.

And the players agree.

Nothing worse than arbitrary rule changing without at least informing your players before character creation or so.
 
Yup, I'm aware of the rolling again rule, but what you think should be done is not the rules, and it is certainly not in their "spirit" if it goes against what it specifically says to do, unless it is an errata, in which case it should be changed. If it is not an errata, then that is what the game designer(s) specifically wanted. Either way, that's the rule.

They're more like guidelines, really.

This rules system exists to help you make a game with your players that you and they will enjoy. Not everyone enjoys the same thing. To expect the rules of any game, and especially a pencil-and-paper RPG with the complexity of Traveller to cover every corner-case and make everyone happy with every aspect of it is unrealistic. As with any game, you're going to have to make a few judgment calls from time to time, like you've already done with Rogue. I probably didn't have to tell you that, but you seemed to be missing that piece of information.

That said, good on you for asking questions. I appreciate that you're seeking understanding. I'm replying to your questions in the hope that my own experiences will help you achieve that understanding. You seem to be having trouble seeing the forest for the trees. Or you're just here to argue. Maybe it's both. Regardless, I hope that I've helped in some small way. Even if the only thing you found useful was the page reference with Capital knowledge on it.

For my part, your asking how Strategy could be used with Athletics got me thinking a lot about the Strategy skill. For example, Strategy and Trader, and/or Strategy and Broker for getting the best possible deal on cargo. Using Strategy and Bureaucracy for getting a permit or passport in the fastest way possible. You could use Strategy and Advocate to help win a court case. I'll stop there, but thanks for getting me thinking about it.
 
Interesting.

/la-snippage/
For my part, your asking how Strategy could be used with Athletics got me thinking a lot about the Strategy skill. For example, Strategy and Trader, and/or Strategy and Broker for getting the best possible deal on cargo. Using Strategy and Bureaucracy for getting a permit or passport in the fastest way possible. You could use Strategy and Advocate to help win a court case. I'll stop there, but thanks for getting me thinking about it.
Wow, these are good and I will totally let players use the skill that way now. Thanks for these combos.
 
Actually, since RPGs began the only hard, unbending rule is the GM is always right and the book is a set of guidelines. Rules are only rules if the GM agrees.

It's a handy construct, but I think this First Rule does a disservice to RPGs. The best and longest running games are the ones in which the players and the GM trust each other. "GM is always right" makes for adversarial games without trust. My group members and I played like this in high school and for an embarrassingly long time afterward. RPGs became a contest of who knew the book better than the other guy rather than experiencing great science fiction vicariously through our generated characters and the worlds they inhabit.

I think that in the best groups, the players trust that the GM isn't going screw them at every opportunity and the GM trusts that the players aren't going to try to use the rules as a club to beat her/him with when they don't like the outcome of a situation.
 
I think that in the best groups, the players trust that the GM isn't going screw them at every opportunity and the GM trusts that the players aren't going to try to use the rules as a club to beat her/him with when they don't like the outcome of a situation.

Our shift from adversarial to cooperative relationship between GM and Players removed essentially every incentive to rules-lawyer; we hadn't noticed we'd been doing it as part of a multi-layered survival strategy. Once we didn't fear sudden unavoidable death, we didn't need that layer.
 
They're more like guidelines, really.

This rules system exists to help you make a game with your players that you and they will enjoy. Not everyone enjoys the same thing. To expect the rules of any game, and especially a pencil-and-paper RPG with the complexity of Traveller to cover every corner-case and make everyone happy with every aspect of it is unrealistic. As with any game, you're going to have to make a few judgment calls from time to time, like you've already done with Rogue. I probably didn't have to tell you that, but you seemed to be missing that piece of information.
Yes, I understand all this. Perhaps you misunderstand my intentions. I am not trying to make the game better for me, but better in general. Yes, anyone can change whatever they like, but the quality of a game is not purely subjective. There is an objective quality to how well rules work that the vast majority of people can agree on. When I ask questions such as these, I am trying to evaluate whether the things I perceive as problems are just that, either objective or just my subjective reaction. Sometimes I can tell beforehand, but sometimes I can't. So maybe the Rogue thing is a just a matter of personal preference, but my guess is that most players prefer more choice in what their characters can be to less. I'd be willing to admit I'm wrong if proven so, but all my experience so far says otherwise. This is why I consider the narrow definition of Rogue to be a negative thing, and thus I recommend that it be changed in order to provide a better game for everyone. If all I cared about was my own pleasure, then I'd house rule it and you'd never hear from me.

That said, good on you for asking questions. I appreciate that you're seeking understanding. I'm replying to your questions in the hope that my own experiences will help you achieve that understanding. You seem to be having trouble seeing the forest for the trees. Or you're just here to argue. Maybe it's both. Regardless, I hope that I've helped in some small way. Even if the only thing you found useful was the page reference with Capital knowledge on it.
Actually I hate arguing, it makes me tense and uncomfortable. Most of the time I am actually a pushover and generally let other people have their way, so it's actually an effort for me to stand up for what I think is right. I know that is making this sound like some kind of moral crusade, but I hope my last paragraph there will show you where I am coming from in all this, I'm just trying to help too. And myopia has seldom been my problem.

And you not only helped me with the Capital question, but also the Athletics/Strategy one. As I said I had not considered team sports.

For my part, your asking how Strategy could be used with Athletics got me thinking a lot about the Strategy skill. For example, Strategy and Trader, and/or Strategy and Broker for getting the best possible deal on cargo. Using Strategy and Bureaucracy for getting a permit or passport in the fastest way possible. You could use Strategy and Advocate to help win a court case. I'll stop there, but thanks for getting me thinking about it.
Actually it was you helping me with it that led me to think about its other applications too, and why I put Strategy into my custom Rogue skill tables, because it seems to me that the key element in any successful crime is planning, so this skill should be pretty important to Rogues. I'll have to look at the other careers and see where else it should be inserted if not already there.

About the First Rule thing, I think that it may be an interesting tid-bit that if memory serves I recall somewhere reading something by Marc that he is against this idea, and thinks that the rules should be adhered to regardless. I can see this coming from a war-gamer background with lots of tournaments and stuff, but its not my way, obviously. I only mention it because we are talking about his game.
 
Two errata points Marc and I have discussed...

#1 was the Career knowledge on the Skill Table, and that includes the Capital entry; he then asked for recommendations and I gave him mine...

#2 was Rogues, which I consider a problem as Rogues MUST have Gambler, Stealth and Fighter, and it annoys me enough to almost wave my three-month moratorium on house rules. Marc and I actually discussed several potential fixes for the issue, and he is reviewing it.

I'm confident we'll see errata shortly on both items, but Don doesn't give out dates.

Note that Capital was actually (at one point) supposed to represent NOT World Knowledge (Capital)-1 (aka Sylea), but World Knowledge (primary fief world)-1, as in the specific Noble's "capital" (I have used the term "seat" in previous campaign, but that hasn't caught on, and I can imagine the discussions if the word "Seat" had appeared on a T5 table).
 
Two errata points Marc and I have discussed...

#1 was the Career knowledge on the Skill Table, and that includes the Capital entry; he then asked for recommendations and I gave him mine...
Did any of those recommendations involving giving a character 1 level of Career Knowledge for every term served?

#2 was Rogues, which I consider a problem as Rogues MUST have Gambler, Stealth and Fighter, and it annoys me enough to almost wave my three-month moratorium on house rules. Marc and I actually discussed several potential fixes for the issue, and he is reviewing it.

I'm confident we'll see errata shortly on both items, but Don doesn't give out dates.
That's good to hear; I look forward to seeing what you guys came up with, and if it resembles mine at all. (Actually Gambler is another one I put in my version.)

On another note, I've noticed that you've mentioned this 'moratorium' before. Is that a personal thing, or a forum rule? I've been holding off on posting my own house rules so far so that more people can get used to the rules as they are to make up their own minds before I do, but it's been awfully tempting.

Note that Capital was actually (at one point) supposed to represent NOT World Knowledge (Capital)-1 (aka Sylea), but World Knowledge (primary fief world)-1, as in the specific Noble's "capital" (I have used the term "seat" in previous campaign, but that hasn't caught on, and I can imagine the discussions if the word "Seat" had appeared on a T5 table).
That is one of the possibilities I came up with before I asked the question here, and frankly it makes more sense to me, that a noble would know more about their own court than one potentially sectors away. If they attend Moot meetings however, then knowing "Capital" would be fine.
 
Bah, haters.

Two errata points Marc and I have discussed...

#1 was the Career knowledge on the Skill Table, and that includes the Capital entry; he then asked for recommendations and I gave him mine...

#2 was Rogues, which I consider a problem as Rogues MUST have Gambler, Stealth and Fighter, and it annoys me enough to almost wave my three-month moratorium on house rules. Marc and I actually discussed several potential fixes for the issue, and he is reviewing it.

I'm confident we'll see errata shortly on both items, but Don doesn't give out dates.

Note that Capital was actually (at one point) supposed to represent NOT World Knowledge (Capital)-1 (aka Sylea), but World Knowledge (primary fief world)-1, as in the specific Noble's "capital" (I have used the term "seat" in previous campaign, but that hasn't caught on, and I can imagine the discussions if the word "Seat" had appeared on a T5 table).
I think I shall keep the old meaning as the Holding Capital and I too use the term "Seat" for my ATU.
 
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