Well, see, that's the thing. I LIKE a unified system for deciding such, rather than "my gut." My gut isn't working.
I do understand likeing the security of a task system. That is why I developed the UGM (because I thought I could do better than the UTP from MT, that was also developed for use with CT originally).
But, with generalizations, details get lost.
For example, in MGT, skill level only gives a +1 DM. This is necessary to support the task system.
With CT, it's much more realistic, and the value of a skill level is dependent on the situation.
CT examples:
Raising a patient from low berth is highly automated. Most people can do it. Having expertise in Medical doesn't give a leg up as much as you might think it does.
Thus, in CT, Medical-2 or better skill provides a +1 DM on the throw.
MGT doesn't emulate this. All skill levels provide a +1 DM. So, it is every easy to lighten the effect that skill has on a task in CT, and it's very hard to do that in MGT as the task system is one-size-fits-all.
The target number to maintain control of oneself in zero G is achieved by rolling 2D for 10+. Use a +4 DM per level of Vacc Suit skill.
Thus, Vacc Suit-2 is a highly skilled professional, and Vacc Suit-1 is no slouch at all.
This is the opposite of the above example. Expertise is highly important to the task. Again, MGT doesn't emulate this. This is another detail that gets lost in the generic task system. "Customizing" is hard to do with MGT.
Dexterity is most important to the accuracy of a throw (as in throwing a spear). The target number is rolled by throwing 2D for 18+. But, the character may use his DEX as a DM on the throw in addition to any skill at +1 per level.
With MGT, there are set modifiers for stats, and those are applied to each and every throw. With CT, it is recognized that stats (as with skills) have varying influence, and modifiers for stats can be adjusted accordingly.
Ya just can't do that with MGT. (Well, ya can, but it becomes a house rule--not THE rule.)
These are examples of why the CT method is superior to the way MGT handles it.
If, for example, the GM thinks that Engineering expertise is the most important factor in fixing the busted jump coil, he makes the situation reflect that fleeing: Roll 2D for 11+. DMs: +3 per level of Engineering skill; +1 if EDU 8+.
Viola--the task is customized to fit the situation.
Or, maybe the GM thinks innate ability is more important than any skill, he could rule, "Roll 2D for 15+ to lift that debris off the unconscious man's legs. Add your full STR as DM. No other modifiers apply."
Again, this is something that is hard to replicate in MGT--exploiting STR that way.
Or, to be simple, one could say, "Roll 2D for STR or less to drag the body where you want it; roll 3D for STR or less to carry the body without dragging it."
Easy-cheesy, and lost among the standardization in MGT.
Now, my issue with CT (which is why I find MGT superior in this) is the roll under/roll over thing. When is one or the other supposed to be used? Both are using in CT - and it seems arbitrarily to me.
Use whichever best fits the situation. CT's task system is about customizing the throw to the situation.
MGT's task system is about generalizing every throw to follow the same rules, losing detail in the process.
But with what? When I buy an RPG, I want tools to do the job - the play out common concepts for the genre, to muck around with settings and so on, and at this stage in my life, to make it easy to do so.
That what the examples are for in CT. They show you how to use the dice. There's a fabulous section in The Traveller Adventure, written by Marc Miller, that explains how a GM should go about customizing throw to fit the situation.
There are problems with MGT itself, of course, as a game in its own right, but compared to CT?
MGT is milktoast in a lot of areas when compared to CT, as I've illustrated above with its task system.
I haven't even started to focus on the stat bloat that is inherent in the MGT system.
For example, let's say I want to make a doctor character (like Simon Tam in Firefly). Unless I have Supplement 4 from the reprints or something, how to do it? I could make it up...but there are skills a doctor would need that don't exist in CT Books 1-3- like science skills.
You are faulting CT because information is in different places? That's like saying your can't roll up Simon Tam in MGT by just looking at the Combat chapter.
No...you've got to look at the place where the information is presented.
CT was developed for a long time. There's a lot of information outside of the starting point with Books 1-3. But as with MGT, you've got to go to the right "chapter" to find it.
If you buy the CT CD-ROM for $35, you have the entire "CT book". All chapters (except the 3rd party stuff--and there's a lot of good stuff in that, too) are there for you to look at.
That gives you the whole enchilada for the price of one book. That's a deal you won't find with MGT.
So, I've now got to make those up too, and each one with its own rules, modifiers, etc (since that's EVERY skill in CT).
It sounds like you don't know, but there are several skills presented outside of the ones seen in Books 1-3.
In MGT - it's already there. And for MOST other concepts, the range of careers is wide enough to fit things in with a little jiggling.
But, there is much more than what you get with MGT if you get the CT CD-ROM. A heck of a lot more. And...it's $35 bucks.
In CT? COULD you do more than one career? Under what circumstances?
Um, in CT, all characters are assumed to have two careers. There's the career they used in chargen, before they started their second career as an adventuerer.
Your question asked if the preacher from Firefly could be easily created using CT rules. Answer: Absolutely!
Pick a force that he was in (Army, Navy, Marines...maybe IRIS?), and now play him as the preacher. Done.
There are several careers in CT outside of those you see in Book 1 and Supplement 4 (like IRIS). And, there are rules for making up entire careers.
The sky is the limit with CT.