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Computer Skill Rolls in CT

creativehum

SOC-14 1K
This has probably been covered elsewhere, but...

I'm having trouble understanding the rolls listed in the Computer skill description ("roll 7 exactly for Fatal Flaw") with the text for writing programs ("11+")

Can someone walk me through the steps, uses, and application of the Computer skill per the LBBs?

Thanks!
 
I'm using The Traveller Book, but the process is the same in the other CT flavors
  1. Have PC with skills in relevant field.
    Fred Programmer 34FAF2 Computer 2, Navigation 2, Pilot 2
  2. figure out which program you're writing
    Jump 2
  3. Figure out needed skills
    It says "2, Pilot/Navig 2" in the skills column of the page 76 table. So I need computer 2, and either pilot or navigator 2. (I usually read the slash as either a or b, but a and b is a reasonable read.)
  4. If sufficiently skilled, Character works for a week, and rolls against the target number. If your skills exceed minimum, the difference is a +DM.
    Target is is 11+. Fred has the minimum skills, so... We'll assume it takes several weeks before Fred succeeds. FredBox Jump 2 controller is written, eventually. Let's say it took 13 weeks.
  5. Check for fatal flaws.
    Rufus, the ref, rolls a 7. Fred's program has a fatal flaw. But it won't appear until used in the heat. And maybe not even then.
  6. Check for negative DM's if program doesn't have a fatal flaw.
    Fred's Fredbox Jump 2 Controller has a fatal flaw,
  7. If a penalty is present, roll for penalty amount (1d, low is -1, high is -2)
    No Penalty, no roll here.
  8. Every time the flawed program is used "in the heat", check for the fatal flaw to appear. This is on 11+, per p71.
    Fred is leaving Wypoc for Regina. It's a real jump, so Rufus rolls to see if the flaw hits. The ship winks out... Rufus rolls an 11... so a week later, Neither Wypoc nor Regina are in sight.

I think. Well, that's how I interpret it.
 
I bet that's it! Thanks!

Here's a thing I'm finding out about the LBBs as I really dig into them:

Because the books are "little" and because the layout is plain and straightforward and because the basic mechanic is so simple (roll 2D6 with DMs for a target number) I have assumed for years the game itself is simple and obvious.

It is not. Classic Traveller is dense. Those three little black books are packed with rules -- many of them interlocking across rules sections if not across the three books.

This isn't a complaint about them, mind you. It's an observation about how I read them and interpreted them years ago -- and why, every time I picked them up -- they frustrated me. Because I never could see clearly how I was going to have to do a lot of work to unpack them.

Because of this density (and the choice to have three equally sized digest books for the rules) I think there is some clunkiness in the rules. For example, it took me years to realize that the Experience system buried at the back of Book 2 can (and should!) be applied immediately to PCs as soon as they are created and before adventuring begins. Because of previous play with D&D and because of the placement after all the info about starship travel and combat, I assumed Experience could only come into play after adventuring started. Which only made the very obvious Experience rules somewhat opaque to me -- since there was no connection between adventure activity and the Experience rules at all.

I'm currently reformatting the skill rules, cutting and pasting the skill descriptions in a new text, but breaking out all the Throws, Skill DMs, and No Skill DMs in clear lines above the block text descriptions.

It's giving me a better handle on the logic behind the rules and also a better reference document for making calls on the fly in the early sessions of running a game. It's also forcing me to really engage with how the rules fit together and function. (This is where the OP question came from.)

These days I'm in awe of much Miller packed into that little box 35 years ago.
 
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It is not. Classic Traveller is dense. Those three little black books are packed with rules -- many of them interlocking across rules sections if not across the three books.

Welcome to CT heaven. :D


Also...

IIRC, there's some official Computer rules in one of the early JTAS mags--I think issue 2, maybe issue 1.

It specifically states that the rules were left out of the first three LBB's (either by mistake for for the sake of space, I don't recall).
 
Also...

IIRC, there's some official Computer rules in one of the early JTAS mags--I think issue 2, maybe issue 1.

It specifically states that the rules were left out of the first three LBB's (either by mistake for for the sake of space, I don't recall).

The rules were left out of the '77 edition of the LBBs.
They were printed in the first issue of JTAS and folded into the '81 edition of the LBBs.
They remained in the rules for all the subsequent Classic Traveller editions.
 
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Isn't there a line in the rules somewhere that players and referees are encouraged to come up with their own computer programs...

as an aside there is also that neat line in the ref's book about the gaps in the TL chart - make up your own stuff to fill them in :)
 
Isn't there a line in the rules somewhere that players and referees are encouraged to come up with their own computer programs...

as an aside there is also that neat line in the ref's book about the gaps in the TL chart - make up your own stuff to fill them in :)

Mike, you are correct.
But could you unpack the sentences. I feel like I'm missing their context in this thread.
And since you write smart posts, I'd like to hear more!
 
I'll stick to the computer program writing bit.

I think the rules were written to encourage referees and players to invent their own computer programs that would have applications in the games they run/play in.

A range of security programs, and intrusion programs of course ;), a micro-jump program, an alpha strike program that sort of thing.

Players would be able to customise their ship by having their own bespoke programs increasing its capabilities by just a little (improved sensor program for example).

Esoteric programs could even be a reward from adventure (imagine getting the code for a SIRI or CORTANA digital assistant with optional holographic package to put on your hand computer or ship computer back in '81 - was sci fi).
 
Mike,

Absolutely.

With the rules added from the JTAS article played are expected to come up with their own programs.

The intended program is assigned bonuses and whatnot.

The GM assigns the skill level needed in Computer, along with the skill and level for the program specific skill (Pilot-2 or whatever) by comparing the requirements of other programs already on the Computer Program List.

Voila! New programs!

Again, the game is an incredible toolkit. Not only does it assume players owning the game will extrapolate and create things not in the game, it provides just enough of a framework that you can build such things in the context of the rules already present.
 
Now for the TL table (if you want I can take this to its own thread)

This is the bit that got me thinking:
The technological level tables have several spaces or holes, and such gaps should
be filled in by the referee or the players when they discover items or devices of
interest
We know what GDW put in some of those gaps, and the folks at DGP produced an even more comprehensive list, but I really like that groups are encouraged to make stuff up.
 
Messing around with Apple II and TRS-80 emulators I've become aware how much these early computers were effected by a rewrite of their operating systems. I could see as a DM allowing someone with a high computer skill to rewrite the operating system of the ship's computer allowing new features. I am a bit surprised that more hadn't been done with computers in the game.
 
Heh, ran across an old CT computer rationalization thing I did in the 80s, while I was working on the sort of 70s descendant machines and already going a little nuts about the, ah, challenges of reconciling incremental tech change.

Anyway, it had all sorts of programs potentially outside the canon CT ones.

Ah, a note here to use FGU Space Opera programs- first time I saw the Complexity level mechanic, and years before Gurps Cyberpunk or MgT1E.

Course, nowadays I think the MgT1E comptuer rules are quite elegant and good enough for 90% of most players.

Here are some of the progs I had-

6 Library programs, including ship technical data, Science libraries, recreational programs and three levels of Library, from local information to the corpus of all known knowledge.

Ship programs including AutoGalleys, damage control including robot control, and autopilot/auto engineer.

Survey programs, including Stellar Analysis, Comparative Cultures, Lingquistics, Ecosystem, Sensor Analysis, etc. All of them are Data Analysis programs, which I classified as programs that generate useful information as opposed to systems controls or library data.

BioMedical programs, split between racial and exomedical, and library and data analysis/diagnosis. Also a full bore Biomedical research package.

Battle programs, hopped up version of the existing stuff, plus Tactics (Data Analysis), Identification (DA/Lib combo), and Battle Display (allows Ship/Fleet Tactics skill use).
 
...

I'm currently reformatting the skill rules, cutting and pasting the skill descriptions in a new text, but breaking out all the Throws, Skill DMs, and No Skill DMs in clear lines above the block text descriptions.

...

Is there a complete list of all Throws and Skill DMs? I seem to remember seeing one, but it may just be wishful thinking.
 
I'm using The Traveller Book, but the process is the same in the other CT flavors
  1. Have PC with skills in relevant field.
    Fred Programmer 34FAF2 Computer 2, Navigation 2, Pilot 2
  2. figure out which program you're writing
    Jump 2
  3. Figure out needed skills
    It says "2, Pilot/Navig 2" in the skills column of the page 76 table. So I need computer 2, and either pilot or navigator 2. (I usually read the slash as either a or b, but a and b is a reasonable read.)

Looks right except for one part- the additional skills don't have to be owned by the programmer character. They can consult pilots and navigators, or whatever skill is needed for the program, the only skill relevant to the roll is Computer for the programmer character.

I have to think that legendary Pilot-6 guy is in for some very very handsome consultant money in the starship software business.

Or if he is the only one in the sector with the skill level, watch his back that someone doesn't capture his skill in a program and seek to eliminate his helping anyone else write one.....
 
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