I want to understand the game as it is right out of the box.
Hallogallo,
A laudable goal.
In my opinion, one aspect of
Classic Traveller needs to be understood more than any other because it either controlled or constrained the design choices GDW made in 1977.
That aspect is:
2D6
2D6 provides all of eleven discrete numbers within 36 possible results. That means
CT has a very small "decision space" compared to d20, 3D6, percentile dice, and most of the other RPG die rolling mechanisms. 2D6 means that the game's decision space is easily distorted by die roll modifiers on any type. If too many die roll modifiers are introduced, the die roll is quickly distorted into irrelevance because the target number is nearly always
8+.
Too many die roll modifiers in a 2D6 system lead to too many instances of automatic success or failure. If the roll is going to automatically succeed or fail, why throw the dice at all?
2D6 means that the game needs to limit all the different ways die roll modifiers can be produced. Mechanisms producing DRMs like skill levels, attribute bonuses, feats, perks, advantages, and so on will either produce "automatic" success/failure or produce a welter of DRMs which balance out. In the first case, there would be no need to roll at all. In the second place, the GM and players would be identifying and adding up DRMs for no use whatsoever. Either way, the "Many DRMs" method wouldn't work.
(I'm not suggesting that in 1977 GDW examined and discarded mechanisms like feats, perks, ads/disads, and the like. Many DRM-producing mechanisms hadn't been developed yet. I am suggesting that, if those mechanisms existed in 1977, GDW would have still limited their use in
CT because of the limited decision space 2D6 creates.)
As for the number of skills in
CT, the game is not "skills-lite". "Skills-lite" is a 2010 perception. If you don't count
D&D's spells as skills,
CT had more skills than any other RPG on the market at that time. GDW did not design a "skills-lite" game. Instead, GDW designed a game with few skill
levels because too many levels will distort the small decision space I mentioned above.
When
CT's skills were designed, GDW was looking more for general categories than precise applications.
CT has
Handgun, not
Revolver(TL11) and
CT has
Navigation, not
Interstellar Navigation-FTL/Jump Drive(TL12). It was fully expected that GMs and players would apply the skills in a fashion that seemed obvious and plausible to them. It was fully expected that most of the actions undertaken by the players wouldn't require skills and rolls at all. In those cases where a roll was believed to be required and no existing skill seemed to fit, GDW provided GMs and players with the perennial misunderstood
Jack of all Trades "skill".
In the end, it all comes back to
2D6 and the small decision space it creates.
CT has a limited numbers of ways to modify a die roll because a 2D6 die roll can be so quickly modified to the point of irrelevance. When we houserule in our
CT games, and the rules suggest frequently that we should do so, we need to keep in mind just how easily and quickly the 2D6 roll can be distorted.
Regards,
Bill