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Skill acquisition

Brandon C

SOC-13
The standard way of gaining a skill in most editions of Traveller was to pick a table and roll 1d6. MgT has an optional rule where you just pick the skill without rolling. Back in the mid 80's , I created a rule that you rolled twice (on the same table or different tables) and chose between the two rolls.

Any other options people have used?
 
Any other options people have used?

"in your first tour the scouts assign you to a repair dock. you automatically pick up vacc suit zero G 1. in addition choose between 1) mechanic 1, electronics 1, comms 1, pick 2 or 2) pilot 1, engineering 1, pick 1, or 3) medic 1, administration 1, pick 1.

"in your second tour the scouts, seeing that you are serious about a career, offer you a school. 1) flight school, pilot or navigation pick 1, 2) engineering school, engineering or mechanical or electronics pick 1, or 3) contact school, wilderness or weapon or vehicle, pick 2."

etc.
 
Personally, I like to roll the 1D6 and THEN pick the table.
The roll tells you what opportunities fate handed you, the pick says which of those opportunities you pursued.

That's the technique I used - give the players some say in the matter in shaping their characters yet still retains some random elements.
 
There is a points method

't's what I use now, when I find players. (int+edu)/4 point per term, stuff like vs0G and weapons are 1 point, ordinary skills like mech and engineering and leader are 2, special skills like pilot and navigation are 3, plus 1 point per level above 1.

combat rifle 1 takes 1, combat rifle 2 takes 2, combat rifle 3 takes 3
mechanic 1 takes 2, mechanic 2 takes 3, mechanic 3 takes 4
medical 1 takes 3, medical 2 takes 4, medical 3 takes 5

schools add 2 skill points for the skill taught.

this puts the various skills, and high skill levels, in some perspective.
 
Personally, I like to roll the 1D6 and THEN pick the table.
The roll tells you what opportunities fate handed you, the pick says which of those opportunities you pursued.

Mind. Blown.

It was so simple and obvious in logic that it defies The Lady of Fate and her fickle ways.

THAT should be put in all errata!
 
Personally, I like to roll the 1D6 and THEN pick the table.
The roll tells you what opportunities fate handed you, the pick says which of those opportunities you pursued.

I, too, often do it that way...
 
I've been experimenting with this one... well, I should say cheating and then realizing it worked out quite well. Wasn't so brave as to actually suggest as a rule ;-)
 
Personally, I like to roll the 1D6 and THEN pick the table.
The roll tells you what opportunities fate handed you, the pick says which of those opportunities you pursued.
This is the one I liked and thus use. I also like how atpollard worded it here. :)
 
clusters

so instead of having +1str, +1dex, and +1end have +1 phys instead and increase whichever physical stat you want

same with Int, Edu, have +1 Ment instead and pick which one to raise

off-duty cluster (carousing, gambling, brawling) pick one

etc

I only did it for the first table so far as there never seemed to be enough room.

#

example

navy
+1 phys
+1 phys
+1 ment
+1 ment
off-duty
+1 soc

marines
+1 phys
+1 phys
+1 ment
off duty
off-duty
blade

etc

#

I like the roll then pick a table idea though.
 
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