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Saturday, October 24, 2015

Starter Traveller Post 6, Basic Skills

Here starts the heavy lifting in dealing with ST. I am slightly hostile to the skill set as presented. There is a huge (IMHO) difference in the scope of the various skills and yet they all take 4 years to gain. Each one of the basic skills seems to have its own rules governing it's use which I find annoying. I was thinking of trying to use them as presented but I like to have a little continuity in the way games I play operate.

The task system has in the past on the board generated an impassioned response. I don't discount the points expressed during that debate however I like to be able to consistently handle situations. I know there is support for the "make up a roll and go with it" style and for some it is valid not for me. It is annoying to end up feeling like similar situations had wildly divergent requirements depending on the GM's mood and I don't want anyone in one of my games to end up feeling that way. Also it is easier for me to look at a situation and think that is very difficult rather than try and figure out the percentage chance of success on a bell curved 2D6 roll. I am going to use this one by Paul Elliot on Freelance Traveller which gives me the framework to quickly and consistently set difficulties and retains the skill mods as presented. Mr. Elliot's thoughts on the skill tables mirror my own which I will cover at the end of character generation.

My problem with scope is best expressed by comparing Mechanical and Steward. Mechanical skill covers the use and repair of any mechanical device, Steward covers cooking. Huh? So I will be proposing expanding what some skills cover to make them a little more useful. I will be placing skills from later books under skills from ST to keep the list short and using the Equipment Qualified on block to indicate skill areas the PC has.

The Basic skills and there expanded changes in MTU

Administration: no change

Bribery: This is going to be more the skill to get someone else to do something for a character rather than the more narrow offering money to break a law. Coercion or Persuade might be a better name for the skill. Carousing and Liaison will be replaced by Bribery if I need to change published material.

Computer: No Change
Electronics: No Change
Engineering: No Change
Forgery: No Change

Forward Observer: Seeing as you need to detect the target, contact the firing unit and not die to accomplish this it will cover Recon; Communications and Stealth.

Gambling: Includes how to game the various government lotteries and other sweepstakes like elements of Imperial life.

Jack of All Trades: No Change

Leader: Broadened to cover interaction with all subordinates not just troops. Like all social interaction skills it is hard to game. People in general will follow someone who acts like they are in charge and this skill represents having that presence.

Mechanical: No Change
Medical: No Change

Navigation: The use of ship's sensors to analyse planets and other astronomic objects (Survey Skill). Also Communications skill.

Pilot: Also adds Communications and the use of sensors to detect things relatively (in space terms) close to the ship.

Steward: Getting a positive interaction with another being. Not just feeding a passenger this will be used when dealing with any being. It is the skill in verbal and non-verbal communication to get another to like you. Examples are obsequies behavior around an arrogant self important prick or telling fart jokes to 12 year old boys.

Streetwise: This used to gain acceptance into any insular group not just criminals.

Tactics: No Change
Vacc Suit: No Change

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