What is the "right number of skills" for a character?
The answer is It Depends.
It depends on the player, the referee, the group, the campaign, the session, the version, the expectations, and a couple hundred other things.
Pretty much.
This fact also muddies the waters, since expectations vary so much.
I'm halfway through a big blog post on skills in original
Traveller, so here are some things I've been thinking about lately:
I've been running a
Lamentations of the Flame Princess game for months (a re-worked version of B/X D&D). There are skills in the system, but a limited list. In general, it is up to the Players to sort out how the will solve problems by poking and prodding circumstances verbally, and the Referee provides responses and information and results simply through conversation.
We took a hiatus from my game, and another player ran Cyberpunk 2020. A LONG LIST OF SKILLS. And what happened was this: when we had to solve a problem, we looked down at the long list (which covers pretty much any situation one might find oneself in) and rolled a die to see "if we did it or not."
That is, in the first case, it is up to the Players to sort out what their characters are doing and how they'll do it. In the second, the Players check a list of options, pick one, and make a roll to determine the result.
I would say that original
Traveller is in the first case, and not the second. (
See Bill Cameron's smart observations about this point in early Traveller play here.)
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Although many people see Classic Traveller as the first skill-based RPG, I think its very different than the skill based systems that came after it.
In particular, in CT, I don't think the list of skills on a character sheet should be seen as any kind of limit on what they character can do. Instead, the list of skills represent what the PC is
proficient at. In other words, the skill list is what the character is SKILLED at. A skill level-1 is a big deal in ability. It means you can get hired off that skill. But lots of people can do lots of things without being
skilled at something. So it is with CT.
If one reads the rules holistically, one sees that in many situation, the Referee will be applying DMs based on Characteristics, not just skills. Skills levels are just one part of the basic Throw system.
As many have noted, CT did not have a "Skill System." It did have a "Throw System" (
2D6 +/- DM ≥ Throw). That was the core mechanic when the Referee did not have an answer for the result of a situation. And those DMs could come from many places (Characteristics, Circumstances of the fictional situation, Skills, Tools, and so on.) Skills are part of that mechanic, not the focus of it. (Once one see the game this way, the whole game shifts. That isn't to say its for everyone. But once I saw it that way, it was impossible for me to
un-see it!)
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As for the skills:
As others have noted above, PCs begin with many skills at 0. Here's the breakdown.
CT has only 24 skills, including the combat and broad Vehicle skills.
All PCs have these skills at 0. This means that the PCs suffer no -DMs if caught up in situations of regular use of these skills. For the non-combat skills, the skill-0 only applies to non-crisis application.
- Air/Raft-0
- ATV-0
- Blade Combat-0
- Forward Observer-0
- Gun Combat
- Steward-0
- Vacc Suit-0
Anyone can use the following skills, but at the -DMs noted. Note that this means one does not need to "have" the skills to use it. It simply means one must be SKILLED to use it well.
- Administration (DM -3 )
- Blade Combat (DM -5)*
- Brawling (DM -5)*
- Bribery (DM -5)
- Forgery (DM -5)
- Gun Combat (DM -5)*
- Streetwise (DM -5)
Jack of all Trades-1 is a special case. It confers a skill-0 to any skill when used in a crisis. It can't imply training in the skill. It can't cover someone for employment level proficiency. Simply, the PC can at least try a roll that in a situation what would require a roll with a skill level-0
The Remaining Skills
- Computer
- Electronics
- Engineering
- Gambling
- Leader
- Mechanical
- Medical
- Navigation
- Pilot
- Tactics
- Vehicle
Presumably one need to at least be a level-1 or above to use these skills. But jack of all trades-1 provides a level-0 in any of them in a crisis. (He can at least give it a shot.) And remember that Book 1 provides details (along with Book 2) on hiring NPCs. I don't think this is a haphazard addition to the rules. If a crew wants to make sure they have a mechanic or engineer onboard and none of the PCs have skills qualifying them as such, they will need to spend Credits to make this happen. This is all part of the "limited resources" part of the game, the "play the hand your dealt" part of the game I discuss below. You never have everything you want in
Traveller... but there are always ways of pushing forward.
But, again, these are for when
expertise is required. I can handle a lot of household plumbing problems with a full Saturday and several trips to the Home Depot. I have no plumbing skill. But a good "Education" and "Intelligence." But give me a real emergency, and I need to get a guy with Plumbing-1.
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The limited skill list is there not to cover all situations... because it CT it was assumed not all situations would be covered by the skill list. It was up to the Players, via the
limited abilities of the PCs, to solve the problems that came along. The skills were just one tool in the arsenal of how to deal with problems. (And, in fact, I see the Throw system of
2D6 +/- DM ≥ Throw as being more of
a Saving Throw system. That is, when things are already going south and a crisis point is reached and the Referee needs to get a ruling he or she doesn't know for sure with way things will go.)
In general, CT has what I call a "play the hand you're dealt" philosophy: You won't ever have all the skills, all the money, all the tools you want to get the job done. If one looks at the CT character generation system, one sees that this attitude is built into the game from the start. Limited choices and an limited odds to get exactly the character you want are part and parcel of the game.
This is why, I think, the Other service is so limited. It doesn't give out lots of skills. But if you have a high INT and not much else, its mostly likely where you will turn. But it's also where you go to get some of the more technical (and colorful) skills.
The game is not "balanced" -- but it was never designed to be balanced. The game was designed to be: "This is the situation, and what you have is what you have on hand. Now what?"
CT was never about having the "right" skill to move forward with the game. It was about exploration and problem solving... and whatever the situation, the Players could figure out a next step... which led to the next situation. The skills on the character sheets might or might not be a part of that. Because the skills were not the focus of the game.
So, how many is the right number of skills?
In Classic
Traveller the right number was an irrelevant question. The characters was skilled in a few areas... and then, by definition, decided to travel to exotic and unique worlds and try his hand at making a fortune. His proficiencies would be lacking in some areas, and helpful in others. But all in all, he would make his way or die trying. Because even if you didn't have all the resources you wanted, there was always a way forward by gumption and grit.
That's how the game was set up.