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[Don's House Rules] Skills and Knowledges

DonM

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After going through my old Skills and Tasks house rules for various other editions of Traveller, I've settled on these T5 house rules for Skills & Tasks...

TASK SYSTEM CHANGES
Spectacular Success.
If the actual die roll is all ones, the result is a Spectacular Success. I like having the potential for all tasks to be Spectacular.
Spectacular Failure. The opposite is true – if the actual die roll is all sixes, the result is Spectacular Failure.
Spectacularly Interesting. If the die roll is a combination of only ones and sixes, the result should be Spectacularly Interesting.
This is Hard! I apply TIH! only when the task difficulty has more dice than the character has applicable JOT, skill and knowledge levels. For example, a character with Knowledge-2, Skill-1, JOT-1 trying a Formidable (4D) task will not be penalized by TIH!
Practice. Rather than applying Good Flux as a Mod (page 136), a successful practice reduces the ultimate task difficulty one die. A failed practice attempt has no impact on the ultimate task difficulty.

SKILLS AND KNOWLEGES
Default Knowledges.
Instead of the page 142 Default Skills list, I consider the following list default knowledges: Athlete, Beams, Blades, Comms, Computer, Firearms, Grav, Steward, Unarmed, Vacc Suit, and Wheeled.
The Eleventh Trade. An additional trade skill, Builder, is available for selection. This represents the building and construction trades.
Many Knowledges. Turrets knowledge is considered a subset knowledge of both the Gunner and Heavy Weapons skills. The ACV knowledge of Driver skill is renamed Hovercraft. The “Slug Throwers” knowledge of Fighter skill is renamed Firearms. Fighter skill has two additional knowledges, Archery and Archaic Firearms. Tactics skill has two knowledges within it: Military Tactics and Naval Tactics.
Specialized Knowledges. There are four types of specialized knowledges available: Group knowledges (instead of Career knowledges), Location knowledges (instead of World knowledges), Science knowledges, and Trivia knowledges (which never increase past level one). Every term, a character gains a level of Group knowledge based on the their current career. Science knowledges are gained normally. Characters may always apply a skill choice to a Location or Trivia knowledge.
Hobby Knowledge. At the end of character generation, characters select one additional knowledge at level zero as their hobby knowledge. This obviously cannot be a knowledge already possessed.

SKILL ACQUISITION
The first time a character acquires a skill (or a knowledge which is a subset of a skill), the character actually receives one of that skill’s knowledges, but not the skill itself in any fashion – the skill does not become a default skill for that character (“skill-0”). Rather, when the character receives a level in a knowledge which is a subset of a skill, and they already possess knowledge-2, only then is the skill-1 gained. For example, a character with Firearms-2 gains Beams-1. They do not gain Fighter-1; they only possess Firearms-2 and Beams-1. If they then gain two additional levels of knowledge with Beams, that third level of Beams would actually give the character Firearms-2, Beams-2, Fighter-1.

SKILL DURATION
It is recommended that most tasks have a duration based on the time chart below. Hasty tasks go up one level in difficulty, and down one level in duration; extra hasty tasks go up two levels in difficulty and down two levels in duration. Cautious tasks go up one level in duration and down one level in difficulty.

Time Chart
0 Immediate
1 Seconds (30 + (Flux x5) seconds) [combat round]
2 Minutes (6 + Flux minutes)
3 Minutes (30 + (Flux x5) minutes)
4 Hours (6 + Flux hours)
5 Hours (12 + (Flux x2) hours)
6 Days (24 + Flux hours)
 
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I have been wondering about the granularity of skills and knowledges. I don't have any clear thoughts, but ...

Should Firearms be split into Handgun, Rifle, and SMG?

Should Blades be split into Dagger, Sword, and Foil?

Should Unarmed be split into Brawling (including Boxing and Wrestling) and Martial Arts (including Karate et al)?
 
I've been thinking that there should be some sort of Trivia (__________) skill. We already have general knowledge (as part of the EDU stat) and World knowledge, but there could be others that a player wants to develop: Famous holovid stars, the Grav Ball league, etc.
 
I've been thinking that there should be some sort of Trivia (__________) skill. We already have general knowledge (as part of the EDU stat) and World knowledge, but there could be others that a player wants to develop: Famous holovid stars, the Grav Ball league, etc.

Like Trivia (pop culture)? Perhaps it would need to be either Imperium pop culture, or local (world specific)?

I don't have the rules yet, so I don't know if that level of granularity is appropriate or not, but that's what I think you're getting at.
 
I like the 'Archaic Firearms' and 'Archery' knowledges. And, I also like them called Archaic.

I wouldn't split up skills. I resisted skill list bloat. In fact, I produced a fake algorithm* showing that the number of careers suggests the number of top-level skills the game should have.

Optimal number of Skills = Careers * 6

Of course, the error in this formula is about one standard deviation. ~:/

* fake algorithm: "because in the simulation world, every formula is fake".
 
I've been thinking that there should be some sort of Trivia (__________) skill. We already have general knowledge (as part of the EDU stat) and World knowledge, but there could be others that a player wants to develop: Famous holovid stars, the Grav Ball league, etc.

Like Trivia (pop culture)? Perhaps it would need to be either Imperium pop culture, or local (world specific)?

I don't have the rules yet, so I don't know if that level of granularity is appropriate or not, but that's what I think you're getting at.

I like this, because I think this is the kind of thing Marc was digging at for the "hobby" knowledge.

Stolen!
 
I have been wondering about the granularity of skills and knowledges. I don't have any clear thoughts, but ...

Should Firearms be split into Handgun, Rifle, and SMG?

Should Blades be split into Dagger, Sword, and Foil?

Should Unarmed be split into Brawling (including Boxing and Wrestling) and Martial Arts (including Karate et al)?

Marc specifically did NOT do this, and I'm thinking he's onto something here. So I'm not ready to divide back up what he pulled together. Admittedly, by un-defaulting Fighter, I've probably partially done that.
 
I like the 'Archaic Firearms' and 'Archery' knowledges. And, I also like them called Archaic.

I wouldn't split up skills. I resisted skill list bloat. In fact, I produced a fake algorithm* showing that the number of careers suggests the number of top-level skills the game should have.

I've specifically tried NOT adding skills as well. I've got a spreadsheet with all the CT/MT/TNE/T4 skills and what I think their T5 equivalents/replacement/conversions are... (not yet ready for primetime). Numerous old skills are now just actions (ie, Forgery is using your Trade/Art skill to fake the real thing) or Characteristic checks (throwing, climbing, swimming) or the Personals (Persuade, Interrogation, etc).

You like Archaic instead of Early? Ok, done.

My personal review applying T5's page 142 to my campaign style really needed an "Archery" (I dislike "Bow Combat") and an "Archaic Firearms" knowledge to fit my game style. And just Tactics as a skill by itself wasn't making me comfortable. And adding Trivia () knowledges works great as well for PC hobbies...

Any more skill/knowledge suggestions before I finally move to starting knowledges?
 
I more or less agree about not wanting skill bloat, I was just thinking out loud. But talk of Archery has made me wonder: what skill do you use for a club, quarterstaff, spear, javelin, and slingshot?

What about changing Unarmed to Melee (includes clubs and quarterstaffs), and changing Archery to Ranged Melee (includes javelin and slingshots)? Spear could be included in Blades.
 
I wouldn't split up skills. I resisted skill list bloat.
I, on the other hand, dislike the other kind of skill bloat, the one that automatically makes you just as good with one thing as with another even though realistically the two are not linked at the hips. I like being able to play someone who is good with handguns but mediocre with longarms. Or someone who is a skilled pocketpicker witout being a lockpicker.

I suppose that's another reason why I don't use Traveller rules for running Traveller adventures. ;)


Hans
 
I more or less agree about not wanting skill bloat, I was just thinking out loud. But talk of Archery has made me wonder: what skill do you use for a club, quarterstaff, spear, javelin, and slingshot?

What about changing Unarmed to Melee (includes clubs and quarterstaffs), and changing Archery to Ranged Melee (includes javelin and slingshots)? Spear could be included in Blades.

You could do that. At the moment, I'm leaving Blades as the armed melee T5 knowledge to see how it feels in play.

If I was running a medieval-focused game, I'd probably do exactly as you suggest, and I'll confess to comfortably leaning in that direction.
 
I agree, archaic sounds better. It just rolls off the tongue like ... well ... like something really classy that rolls off of your tongue. However, is "Early" a more accurate description? Wouldn't a 9mm auto pistol be "archaic" 100,000 years in the future?

(Edit: By that, I mean isn't the term "archaic" a subjective term, where as the term "early" is less subjective?)
 
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Probably true... but there is an old JTAS article named "Archaic Missile Weapons" (which of course I call Archery, because I disliked CT's "Bow Combat" skill).
 
And I realized I had left out my house rule on task durations... because I like going up and down on a time chart rather than doubling or halving the time requirements.
 
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