mike wightman
SOC-14 10K
On another thread the conversation directed me to this idea for skill use during situation resolution rolls. It pretty much is what I do anyway.
Remove every example from the skill descriptions, what you are left with are descriptions of the skills. So how do you apply them? You adapt the text of the electronic skill to the skill being used in the situation as it is presented,
"Electronic expertise allows a character to use and operate electronic items; generally the skill is a DM applied to the throw to understand, repair, assemble, or operate. Complex items would also require a certain level of education or a very high intelligence; many devices may also require some degree of dexterity to disassemble, repair, and reassemble.
Referee: Specific throws for specific situations must be generated. Obviously, some throws will be harder than others, and many will be impossible without an accumulation of DMs based on expertise, education, dexterity, intelligence, and the availability of parts and tools. To generate a specific throw, the referee analyzes the specific circumstances and selects a number to be thrown (usually throw that number or greater to succeed). DMs allowed should be the level of electronics skill, +1 for intelligence above some level (say, 10), +1 for education above some level (say, 9), and appropriate values for lack of tools (perhaps -5) or poor conditions (maybe -3). The throw is then made, and success is determined by the result.
Such throws are restricted to one per specific time period, an hour, four hours, a day, or a week, as appropriate"
Why can't we just substitute any skill in place of electronic?
[Skill] expertise allows a character to perform [skill] related tasks; generally the skill is a DM applied to the throw to resolve the situation that the PC must overcome. Complex situations would also require a certain level of [characteristic 1] or a very [characteristic 2]; many situation may also require some degree of [characteristic 3] to resolve the situation in the character's favour..
Referee: Specific throws for specific situations must be generated. Obviously, some throws will be harder than others, and many will be impossible without an accumulation of DMs based on expertise, education, dexterity, intelligence, or any characteristic that may apply, and the availability of equipment and tools. To generate a specific throw, the referee analyzes the specific circumstances and selects a number to be thrown (usually throw that number or greater to succeed)*. DMs allowed should be the level of [skill], +1 for [characteristic 1] above some level (say, 10), +1 for [other applicable characteristic 2] above some level (say, 9), and appropriate values for lack of necessary equipment (perhaps -5) or poor conditions (maybe -3). The throw is then made, and success is determined by the result.
Such throws are restricted to one per specific time period, an hour, four hours, a day, or a week, as appropriate"
* The Traveller Adventure suggests that if you can not decide on a number then roll 2d for the target number, or 3d for a more challenging situation.
Remove every example from the skill descriptions, what you are left with are descriptions of the skills. So how do you apply them? You adapt the text of the electronic skill to the skill being used in the situation as it is presented,
"Electronic expertise allows a character to use and operate electronic items; generally the skill is a DM applied to the throw to understand, repair, assemble, or operate. Complex items would also require a certain level of education or a very high intelligence; many devices may also require some degree of dexterity to disassemble, repair, and reassemble.
Referee: Specific throws for specific situations must be generated. Obviously, some throws will be harder than others, and many will be impossible without an accumulation of DMs based on expertise, education, dexterity, intelligence, and the availability of parts and tools. To generate a specific throw, the referee analyzes the specific circumstances and selects a number to be thrown (usually throw that number or greater to succeed). DMs allowed should be the level of electronics skill, +1 for intelligence above some level (say, 10), +1 for education above some level (say, 9), and appropriate values for lack of tools (perhaps -5) or poor conditions (maybe -3). The throw is then made, and success is determined by the result.
Such throws are restricted to one per specific time period, an hour, four hours, a day, or a week, as appropriate"
Why can't we just substitute any skill in place of electronic?
[Skill] expertise allows a character to perform [skill] related tasks; generally the skill is a DM applied to the throw to resolve the situation that the PC must overcome. Complex situations would also require a certain level of [characteristic 1] or a very [characteristic 2]; many situation may also require some degree of [characteristic 3] to resolve the situation in the character's favour..
Referee: Specific throws for specific situations must be generated. Obviously, some throws will be harder than others, and many will be impossible without an accumulation of DMs based on expertise, education, dexterity, intelligence, or any characteristic that may apply, and the availability of equipment and tools. To generate a specific throw, the referee analyzes the specific circumstances and selects a number to be thrown (usually throw that number or greater to succeed)*. DMs allowed should be the level of [skill], +1 for [characteristic 1] above some level (say, 10), +1 for [other applicable characteristic 2] above some level (say, 9), and appropriate values for lack of necessary equipment (perhaps -5) or poor conditions (maybe -3). The throw is then made, and success is determined by the result.
Such throws are restricted to one per specific time period, an hour, four hours, a day, or a week, as appropriate"
* The Traveller Adventure suggests that if you can not decide on a number then roll 2d for the target number, or 3d for a more challenging situation.