Originally posted by Fritz88:
Actually, if you view CT as just LBB1-3, you get no Int+Edu limit. IIRC, it comes in LBB5 (High Guard). And, it comes as a result of the advanced chargen systems, that start loading up a character with huge quantities of skills....
Almost correct. Maximum skills is not mentioned in Book 1, but it is in both Starter Traveller and The Traveller Book.
Depends on which basic rules you use--but you don't need "advanced" rules in Book 4+ to find the rule.
This whole thread addresses one of the biggest problems with Traveller: How do you model a system that wants to be seen as "hard science" and yet be playable (without supercomputers)?
And I've marveled, many times, at how well it captures what it captures.
Like the combat system. I've modded it, sure, to my own tastes. But, the CT combat system, as is, is a work of art. It actually walks the line between realism (you're killed or seriously wounded if you're shot) and game play (let's all have a bunch of gunfights in our games!).
Vanilla CT does that remarkably well, balancing the two.
Every time we start to argue about the skills/cascades (especially Gun Combat for some reason
), we're really arguing about how to model our RL experiences.
Who's arguing? I'm just discussing Traveller. You?
Chucky is right that someone with no experience (even from TV) with magazine-based weapons would be stumped by an AK-47 (at minimum, after he ran out of ammo).
In looking through JTAS the other night, I saw a system for rolling up character homeworlds. Different careers had different requirements on the homeworld, or the career wasn't available. Belters needed a belt in the system. Merchants needed a Class C+ starport. That sort of thing.
Joe Fugate (from DGP, who wrote MT) wrote the article (and we can see the he incorporated his homeworld thoughts into MT, the same way he did the UTP).
For the Army? The homeworld requirement was TL 6+.
At first, I thought, "Really? Heck, there were armies back in the Roman times. Why TL 6+?"
Then, I remembered Chucky's discussion with you. THAT'S why TL 6. So that weapons like the AK-47 can be understood and easily used.
I doubt a person from an Army of a TL 4 world would "get it" as quickly as someone from a TL 7 world.
I really don't like the Int+Edu limit, either, and would like to find a solid mechanism for doing what Straybow says:
I didn't like it for the longest time. I found I was used to other games where characters got all these honkin' skills. CT characters just didn't feel like a fully realized character without a sheet full of skills.
That's why I would mod CharGen so that my players could get more skills.
Today, I've learned the error of my ways (2D6 mechanically). But, I've also learned to embrace the Experience Limit. It makes a lot of sense to me on a lot of levels (not just mechanically).
The thought that a person's total expertise can be summed up by the sum of his Intelligence and his Education, I think, is brilliant. It's just like the brillance in having this life in combat summed up by the sum of his physical characteristics.
It's really pretty elegant.
And, I like what Marc says about people loosing expertise. He's right. People do get worse at things if they don't practice. If I didn't type as much as I do, I'd certainly lose a skill level in typing speed after enough time as passed (physical thing). And, everytime I stop playing Traveller for a long period of time (years), I remember the basics but sometimes forget small details that I reaquaint myself with when I start playing again (mental thing).
The thought that a skill can decrease to make room for a new skill, or an increase in an old skill, has a certain amount of elegance to it as well.
Don't forget, that Marc writes rules for increasing ones EDU (although it can't be raised higher than INT).
Originally posted by Straybow:
I'm saying that the Int+Edu limit should only apply to skills in a way that makes sense.
But, as I note above, it does make sense. To me. To other CT players.
If you disagree, mod it, brother, mod it.