As of late I've noticed, and run into situations where a character could have skills in a particular area but cannot simply because that skill doesn't exist in Travelller (or at least some editions it doesn't). These include:
Firefighting: As in aboard ship or a building.
Damage control: Making temporary rapid repairs to a ship to keep it functioning or minimize damage. Things like sealing a leaking bulkhead or bracing a failing section of hull.
Welding: Self evident.
Plumbing: Self evident.
Enviromental controls: Repairing and maintaining life support systems.
Martial arts / boxing / other trained hand-to-hand combat: This is opposed to the Brawling skill which I see as more a OJT (so-to-speak) skill. That is, the character learned by getting into fights rather than learned by some systematic training in hand-to-hand combat.
In other areas the skills seem overly specialized, particularly weapons.
Hi,
I think that you bring up some very interesting points that may well be worth considering. Specifically, although its been awhile for me, I do seem to recall that in some version of Traveller there did in fact seem to be maybe a bit too much over specialization in way of some weapon skills (if I am remembering correctly).
On the flip side of this too it also did seem to me that some skills almost seemed to be considered a bit of a catch all skill, where for example and ENG-1 skill would seem applicable for such a wide range of tasks as fixing a faulty automatic door all the way though to operating, maintaining, and repairing a starship jump drive.
On top of all that there also seemed to be instances where there may be some overlap or at least ambiguity in the use of different skills (for instance if wither ADMIN or BROKER can be used to give advantageous roll modifiers in some instances should they also do so in other kind of similar situations, and/or could you combine the effects etc).
Because of the fear of having too many potentially overlapping different skills and/or having too many overly specific and limited ones, I had kind of begun to wonder if there might not be a better way of trying to role play this other than relying on specific individual skills.
Hopefully, not getting too far off track here, my thoughts lately have been along the lines of maybe rather than trying to determine what specific skills a character might get while being rolled up, maybe instead it might not be a bad idea to try and determine who a character is supposed to be (such as a starship officer, a farmer, or just a general citizen of a mid population world, etc) maybe adding in some factors such as if he/she has any specific hobbies, went to a college like school or did an apprenticeship etc, and then try and just categorize things by whether that character might have a better than average chance of doing something, average chance of doing it, or a below average chance, etc, based on who that character is.
For example then, if you come up with a situation where your basic mid-pop world citizen might have to try and break down a door, the PC could explain to the game master that since the character has a kind of low SOC standing and did physical exercise as a hobby his character might have some experience and breaking into stuff and/or using hi brute strength, therefor he might have a bit better than average chance of breaking the door.
Conversely a starship officer who was born on a high tech world and has spent most his life in the NAVY may not be all that skilled in trying to fish or hunt, so he may have a much lower than average chance at being successful, while the farmer (having spent alot of his life living off the land) may have a much better than average chance, etc.
Anyway, just some thoughts, and I hope I haven't gotten too far off your original post.
Regards
PF