The implication (intended or not) is that Piloting a spaceship is like open heart surgery - not something that should be attempted by amateurs (or skilled Small Craft pilots).
Agreed. I wouldn't let someone without Pilot skill pilot a vessel in a game--not without making the throw (if I let one at all) be extremely hard.
I wouldn't let someone without Engineering skill fix the jump drive either.
Here's where I think the disconnect comes in: Later games (most all games, not just Traveller games--and especially d20 games) tend to groom players and refs into the thought that, "If it's not in the book, it's not a
real rule." Thus, we get all these books of rules for every sort of encounter and situation. (It's a marketing strategy. What sells, adventures or rule supplements? Rule supplements. So, let's publish as many rule supplements as we can...and we need a complicated system to keep tweaking...thus we have the d20 system...thus, we are always publishing new rules for it, upgrades, new editions, speciality rules for different situations).
When CT was written, the GM was all powerful. Even though, today, the books still
say the GM is all powerful, the implications is that the book material is all powerful and the GM must stick by that.
When CT was written, the GM was
expected to use his judgement all the time. The CT rules are meant as a bare bones rule of thumb. Check out Book 0. This type of thing is discussed.
And, that's how I run my game. I use the "spirit" of the CT rules. And, doggone it, if it makes sense that a Pilot-3 would have some minimal knowldge in piloting Air/Rafts, then I think the CT rules
support the decision to allow Pilot-3 skill to serve as Air/Raft-1 skill.
Take Combat Rifleman, for example. In my game, I allow CR to also be used as a melee skill since I believe Marines and soldiers are taught to use their rifles as weapons even if they're out of ammo. Now, the rules don't cover this
specificially but I think the intent is there.
Just look at a skill like Engineering. Doesn't is sorta cover Mechanical and Electrical skills? I think it does.
Then, I look deeper, and what do I see? Throws where Mechanical or Electrical skill give a +1 DM on throws, or an Engineering throw can be used at
+2 DM per level.
There's all sorts of examples like that.
Personally, I think that a –5 penalty on 2D6 is too high for any circumstance.
I see your point. I wouldn't say "any" circumstance, though. Obviously, it's a severe penalty. So, given that, I'd reserve it for only the most severe examples of unskilled attempting a task that requires a skill.
If a character with Medic-0 wanted to attempt emergency brain surgery in a tent using only a TL 4 pocket knife, then I would give the Player a 1 in 36 chance (roll a natural 12 on 2D6). With the general ‘roll 8+ for success’, a roll of 2D6-5 makes the task impossible. It is, however, the only* non-prof penalty that I know of in the rules (which is not saying much) and the one with which CT players are most familiar (which is saying a lot).
I'd go about this a little differently. I think the Vacc Suit throw for Zero-G is brilliant. I use that exampe for a lot of things where skill is very important.
The throw is 10+. The DM is +4 per skill level. Thus, a person with Vacc Suit-2 is automatically successful. A person with Vacc Suit-1 has a better than 50-50 shot with a throw of 6+. And, it's very difficult for the unskilled, having to throw a 10+.
The penalty is "built in" without having to say, "-X DM if not skilled".
As I said, I think that's a brilliant task.
For your medical example, I'd probably go with something like: 15+ throw required. +2 DM per Medical skill. +2 DM if DEX 8+.
That way, it takes a pretty skilled surgeon to perform the brain surgery, and the average joe has no hope in hell of saving the patient.
The Medical-4, DEX-8 brain surgeon, though, can make the throw on a roll of 5+.
Sounds about right. (GM can message to fit the circumstances.)