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Adv. 4 Leviathan question

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Black Globe Generator

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Trivial question: what are the skill-level requirements listed for the Captain of Leviathan?

I'm comparing the requirements in Leviathan with those in Merchant Prince as I overthink (as usual) what it means to be a captain of a merchant vessel in the Third Imperium...
 
Trivial question: what are the skill-level requirements listed for the Captain of Leviathan?

I'm comparing the requirements in Leviathan with those in Merchant Prince as I overthink (as usual) what it means to be a captain of a merchant vessel in the Third Imperium...
 
BGG,

A:4 lists the minimum skills required for each position in the crew. The minimums for the captain, or master, position are Admin-1, Comp-1, and Pilot-1.

Remember, A:4 was published before all the extended CT chargens; Mercenary, HG2, Scouts, and Merchant Prince so the skill requirements in A:4 will be low. The same holds true for A:1 Kinunir.

GT:FT lists the certificate requirements to be a ship's master. I believe T20 has something similar too.


Have fun,
Bill
 
BGG,

A:4 lists the minimum skills required for each position in the crew. The minimums for the captain, or master, position are Admin-1, Comp-1, and Pilot-1.

Remember, A:4 was published before all the extended CT chargens; Mercenary, HG2, Scouts, and Merchant Prince so the skill requirements in A:4 will be low. The same holds true for A:1 Kinunir.

GT:FT lists the certificate requirements to be a ship's master. I believe T20 has something similar too.


Have fun,
Bill
 
Originally posted by Bill Cameron:
Remember, A:4 was published before all the extended CT chargens; Mercenary, HG2, Scouts, and Merchant Prince so the skill requirements in A:4 will be low.
That's what I assumed would be the case - I wanted to get a handle on the exact difference.
Originally posted by Bill Cameron:
GT:FT lists the certificate requirements to be a ship's master. I believe T20 has something similar too.
So far I've resisted the temptation to pick up any of the GT books - I need to flesh out my CT library first! - but if I do, Far Trader is at the top of the list.

I was also thumbing through T20 yesterday - some nifty bits in there, too.

It's great to be a Traveller gamer!


Thanks very much for the reply - most appreciated.
 
Originally posted by Bill Cameron:
Remember, A:4 was published before all the extended CT chargens; Mercenary, HG2, Scouts, and Merchant Prince so the skill requirements in A:4 will be low.
That's what I assumed would be the case - I wanted to get a handle on the exact difference.
Originally posted by Bill Cameron:
GT:FT lists the certificate requirements to be a ship's master. I believe T20 has something similar too.
So far I've resisted the temptation to pick up any of the GT books - I need to flesh out my CT library first! - but if I do, Far Trader is at the top of the list.

I was also thumbing through T20 yesterday - some nifty bits in there, too.

It's great to be a Traveller gamer!


Thanks very much for the reply - most appreciated.
 
Originally posted by Black Globe Generator:That's what I assumed would be the case - I wanted to get a handle on the exact difference.
BGG,

It's quite a difference, isn't it? Glancing at LBB:7 and the required qualifications for promotions in the Deck Department, a PC needs Nav-1 for O1/4th Officer, Admin-1 for O2/3rd Officer, Ship's Boat-1 or Pilot-1 for O3/2nd Officer, Pilot-1 only for 04/1st Officer, and Legal-1 for Captain.

Compared to their 'extended' or 'advanced' chargen counterparts, CT PCs are rather skill poor.

FWIW, I believe the chargen in LBB:7 to be one of the toughest due to the skill requirements for promotion.

I was also thumbing through T20 yesterday - some nifty bits in there, too.
T20 is just crammed full of nifty little bits.


Have fun,
Bill
 
Originally posted by Black Globe Generator:That's what I assumed would be the case - I wanted to get a handle on the exact difference.
BGG,

It's quite a difference, isn't it? Glancing at LBB:7 and the required qualifications for promotions in the Deck Department, a PC needs Nav-1 for O1/4th Officer, Admin-1 for O2/3rd Officer, Ship's Boat-1 or Pilot-1 for O3/2nd Officer, Pilot-1 only for 04/1st Officer, and Legal-1 for Captain.

Compared to their 'extended' or 'advanced' chargen counterparts, CT PCs are rather skill poor.

FWIW, I believe the chargen in LBB:7 to be one of the toughest due to the skill requirements for promotion.

I was also thumbing through T20 yesterday - some nifty bits in there, too.
T20 is just crammed full of nifty little bits.


Have fun,
Bill
 
Originally posted by Bill Cameron:
It's quite a difference, isn't it? Glancing at LBB:7 and the required qualifications for promotions in the Deck Department, a PC needs Nav-1 for O1/4th Officer, Admin-1 for O2/3rd Officer, Ship's Boat-1 or Pilot-1 for O3/2nd Officer, Pilot-1 only for 04/1st Officer, and Legal-1 for Captain.
That's what got me thinking about it.

A LBB 1 merchant captain can actually get by with nothing more than the Pilot 1 s/he picked up on promotion to first officer. It's possible to end up with a character with multiple ranks in Streetwise, Bribery, a weapon skill, and Vacc Suit but only a single rank in Pilot as captain of a free trader!

I'm not saying that's a bad thing, or that it needs to be changed - quite the opposite. It makes for some intriguing characters and situations. It's just interesting thinking about how this all fits together.
Originally posted by Bill Cameron:
Compared to their 'extended' or 'advanced' chargen counterparts, CT PCs are rather skill poor.
True enuf.

Call me crazy, but there's still something about those Book 1-generated characters that appeals to me.
Originally posted by Bill Cameron:
FWIW, I believe the chargen in LBB:7 to be one of the toughest due to the skill requirements for promotion.
I like the fact that a character can be rated for one position but could go through a term of service without ever actually working in that billet - "I see you're rated for Chief Purser, but never worked above the level of Assistant Purser..."
Originally posted by Bill Cameron:
T20 is just crammed full of nifty little bits.
Noted!

While I have no interest in playing a d20 version of Traveller, I do like how the the book really tries to keep to the feel of the original - it also makes it easier to strip away cool stuff and add it to CT!
 
Originally posted by Bill Cameron:
It's quite a difference, isn't it? Glancing at LBB:7 and the required qualifications for promotions in the Deck Department, a PC needs Nav-1 for O1/4th Officer, Admin-1 for O2/3rd Officer, Ship's Boat-1 or Pilot-1 for O3/2nd Officer, Pilot-1 only for 04/1st Officer, and Legal-1 for Captain.
That's what got me thinking about it.

A LBB 1 merchant captain can actually get by with nothing more than the Pilot 1 s/he picked up on promotion to first officer. It's possible to end up with a character with multiple ranks in Streetwise, Bribery, a weapon skill, and Vacc Suit but only a single rank in Pilot as captain of a free trader!

I'm not saying that's a bad thing, or that it needs to be changed - quite the opposite. It makes for some intriguing characters and situations. It's just interesting thinking about how this all fits together.
Originally posted by Bill Cameron:
Compared to their 'extended' or 'advanced' chargen counterparts, CT PCs are rather skill poor.
True enuf.

Call me crazy, but there's still something about those Book 1-generated characters that appeals to me.
Originally posted by Bill Cameron:
FWIW, I believe the chargen in LBB:7 to be one of the toughest due to the skill requirements for promotion.
I like the fact that a character can be rated for one position but could go through a term of service without ever actually working in that billet - "I see you're rated for Chief Purser, but never worked above the level of Assistant Purser..."
Originally posted by Bill Cameron:
T20 is just crammed full of nifty little bits.
Noted!

While I have no interest in playing a d20 version of Traveller, I do like how the the book really tries to keep to the feel of the original - it also makes it easier to strip away cool stuff and add it to CT!
 
Originally posted by Black Globe Generator:
</font><blockquote>quote:</font><hr />Originally posted by Bill Cameron:
Compared to their 'extended' or 'advanced' chargen counterparts, CT PCs are rather skill poor.
True enuf.

Call me crazy, but there's still something about those Book 1-generated characters that appeals to me.
</font>[/QUOTE]There is a compromise. There is a third way between "basic" and "advanced" chargen. My system could be found here, converted to PDF by Neil Ford. Use it - or take whatver ideas from it and build your own system (as long as you credit me for these parts). The best thing about CT is its customiseability.
 
Originally posted by Black Globe Generator:
</font><blockquote>quote:</font><hr />Originally posted by Bill Cameron:
Compared to their 'extended' or 'advanced' chargen counterparts, CT PCs are rather skill poor.
True enuf.

Call me crazy, but there's still something about those Book 1-generated characters that appeals to me.
</font>[/QUOTE]There is a compromise. There is a third way between "basic" and "advanced" chargen. My system could be found here, converted to PDF by Neil Ford. Use it - or take whatver ideas from it and build your own system (as long as you credit me for these parts). The best thing about CT is its customiseability.
 
Originally posted by Black Globe Generator:
</font><blockquote>quote:</font><hr />Originally posted by Bill Cameron:
Compared to their 'extended' or 'advanced' chargen counterparts, CT PCs are rather skill poor.
True enuf.

Call me crazy, but there's still something about those Book 1-generated characters that appeals to me. [/QB]</font>[/QUOTE]CT Basic CharGen can easily spit out characters compatible with Advanced CharGen.

Just use the "Special Duty" rule from MT, and their rule where an extra skill is provided when a Commission, Promotion, or Special Duty roll is exceeded by 4+.

Do that simple tweak, and your Basic CharGen characters will hold their own against Advanced CharGen characters.

Simple as that.
 
Originally posted by Black Globe Generator:
</font><blockquote>quote:</font><hr />Originally posted by Bill Cameron:
Compared to their 'extended' or 'advanced' chargen counterparts, CT PCs are rather skill poor.
True enuf.

Call me crazy, but there's still something about those Book 1-generated characters that appeals to me. [/QB]</font>[/QUOTE]CT Basic CharGen can easily spit out characters compatible with Advanced CharGen.

Just use the "Special Duty" rule from MT, and their rule where an extra skill is provided when a Commission, Promotion, or Special Duty roll is exceeded by 4+.

Do that simple tweak, and your Basic CharGen characters will hold their own against Advanced CharGen characters.

Simple as that.
 
Originally posted by Black Globe Generator:Call me crazy, but there's still something about those Book 1-generated characters that appeals to me.
BGG,

Well, if that's crazy you and I are in the same loony bin!

Generally speaking, the more skill, stats, feats, levels, advantages, disadvantages, bells, and whistles you apply to a character the more playing with rolls is done than role-playing.

The kinds of general or relatively 'vague' skills from LBB:1 require more 'effort' by the player to apply them in play. When limited to 'computer', he must act out using sensors. After 'sensor-ops' comes into being, that action is reduced to a die roll. You can come up with many more example of this.

That being said, I like the MT's idea of homeworld default skills. A PCs life before age 18 should account for something.

Have fun,
Bill
 
Originally posted by Black Globe Generator:Call me crazy, but there's still something about those Book 1-generated characters that appeals to me.
BGG,

Well, if that's crazy you and I are in the same loony bin!

Generally speaking, the more skill, stats, feats, levels, advantages, disadvantages, bells, and whistles you apply to a character the more playing with rolls is done than role-playing.

The kinds of general or relatively 'vague' skills from LBB:1 require more 'effort' by the player to apply them in play. When limited to 'computer', he must act out using sensors. After 'sensor-ops' comes into being, that action is reduced to a die roll. You can come up with many more example of this.

That being said, I like the MT's idea of homeworld default skills. A PCs life before age 18 should account for something.

Have fun,
Bill
 
As I said, minimum roll-playing and maximum role-playing are the advantages of CT over later versions of Traveller. My attempts at a chargen system and WJPs attempt at the UGM (United Game Mechanic) Task System both tried to preseve that spirit while attempting to streamline the nescery "roll-playing" and add variety to both role-playing and roll-playing.
 
As I said, minimum roll-playing and maximum role-playing are the advantages of CT over later versions of Traveller. My attempts at a chargen system and WJPs attempt at the UGM (United Game Mechanic) Task System both tried to preseve that spirit while attempting to streamline the nescery "roll-playing" and add variety to both role-playing and roll-playing.
 
That being said, I like the MT's idea of homeworld default skills. A PCs life before age 18 should account for something.

Have fun,
Bill [/QB]
Absolutely. But, a GM can run with that too--

Check out what I did in my game, extending chargen to include a wide variety of background skills (skills before the character was 18).

And, during character generation, I give a character a choice of rolling on a "Fifth Table", which are skills provided by that character's homeworld instead of his career.

Check it out here--

http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000270
 
That being said, I like the MT's idea of homeworld default skills. A PCs life before age 18 should account for something.

Have fun,
Bill [/QB]
Absolutely. But, a GM can run with that too--

Check out what I did in my game, extending chargen to include a wide variety of background skills (skills before the character was 18).

And, during character generation, I give a character a choice of rolling on a "Fifth Table", which are skills provided by that character's homeworld instead of his career.

Check it out here--

http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000270
 
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