Originally posted by ChrisR:
</font><blockquote>quote:</font><hr />Originally posted by Supplement Four:
BTW, one of the things this discussion is proving, though is that it's not a good idea to mod Classic Traveller character generation.
More skills.
Higher skills.
Puts more stress on the system.
Classic Traveller characters typically have few skills--not even as much as an MT character (or the characters I posted from my campaign). If you start getting more benefits to the characters, then too many DMs hit the scene.
I've already decided not to allow characters to join other careers after a bricked survival throw. I did that a while back.
This discussion just affirms that I made the right choice.
Whatever happened to the maximum skills rule?
"...a character may have no more skills (or total of levels of skills)than the sum of his or her intelligence and education." Traveller Book p29. Not sure where or if this appears anywhere else but you're looking at an average maximum of 14 skill levels here.
I'd personally double the cost at level-4+ and treble at level-7+. </font>[/QUOTE]Your idea addresses the problem of getting outrageously high skill levels, but it doesn't really solve the "everyone can do everything" problem.
I don't recall the INT+EDU rule appearing in the little black books, but it doesn't help as much as it might seem.
"Only" 14 skills may still be too many to be plausible. And if you let characters arrange their attribute rolls (I do) and when you consider the possibilities for INT and EDU bonuses during their career, 20+ skills isn't incredibly unusual.
Consider that a skill level of 3 is considered equivalent to professional competence. "Medical-3 is sufficient for a character to be called doctor..." (Bk1, p20).
And in a 2d6 system with 8+ being the typical roll required for success, a +3 modifier is big. (Success goes from 41% to 83%).
In theory, an average character could be, simultaneously, a physician (Medical-3), expert with a rifle (Rifle-3), a professional engineer (Engineering-3), a master Navigator (Navigation-3) and still have a few slots available for other, more modest skills. Of course, the dice would have to fall pretty oddly for this precise mix, but I have seen (and rolled up) Mercenary and High Guard who were experts in 3-4 things ("expert" being a skill level of 3+). Worse, Mercenary and HG can generate characters with *lots* more skills than 14. The player, presumably, chooses which skills to discard. This can allow him to create highly skilled characters by simply discarding the lower valued skills.
Here is a skill set produced by a quick run of the MT version of the Mercenary character generation system (no brownie points used):
C688A5 Cmbt Rifleman - 4, Tactics - 2, Heavy Weap - 2, Forward Obs - 1, Computer - 3, Cmbt Engineer - 1, Mechanical - 3, Medical - 1, Instruction - 1, Forgery - 1, Streetwise - 1, Bribery - 1 (5 terms)
21 skills, which would be reduced to 18. I think that this is a bit much. Note that Jamison, in book 1 has 10 skills after 5 terms. And he received almost all the skills it was possible to get (10 out of 11). I think that this is about right.