Supplement Four
SOC-14 5K
It specifically states in LBB1, the TTB etc that it is player characters that have weapon expertise at 0.
I'm looking for that, Sigg. What page in TTB?
It specifically states in LBB1, the TTB etc that it is player characters that have weapon expertise at 0.
All player characters have an innate weapon expertise, in all weapons on the list, of zero.
Right. The Player Characters are described as having better combat skills than most people -- even thouse who served in a service.
For example, a firefight with 15 colonists might have two veterans among them (with expertise only in specific weapons), with the other 13 firing weapons at a DM-5.
The players themselves have a burden almost equal to that of the referee: they must move, act, travel in search of their own goals. The typical methods used in life by 20th century Terrans (thrift, dedication, and hard work) do not work in Traveller; instead, travellers must boldly plan and execute daring schemes for the acquisition of wealth and power...
Above all, the players and the referees must work together...
Practicing by range shooting is not the same as when the target is shooting back...
I'm kind of confused by this question. Everything I referred to in my post is from the Classic Traveller Basic Rules. (The DM-5 for non-combatants, and so on.)Why so bad a modifier? Why not leave it at 8+ or even 10+ and just treat it as a morale issue - the game has that written into the rules.
I agree completely... and I use the Morale rules.I think people always forget that morale is what is really important most of the time and that's why it is in the game. You don't need to penalize an NPC beyond not having any DM's to begin with, but you do need to figure out if he'll stand and fight, especially when people start going down under fire.
That's a damn nice blog post you have on point crawls, there, creativehum.
I'm kind of confused by this question. Everything I referred to in my post is from the Classic Traveller Basic Rules. (The DM-5 for non-combatants, and so on.)
Are you asking me: Why are you bothering to use the rules?
Or are you asking me: Where did you make up such a bad DM?
On a further point, RAW, the target number to a hit is not 8+ (though countless people play Traveller that way and that's fine. A hit in combat is:
8 modified by (skill expertise) (lack of skill expertise) (weapon and range) (weapon and armor) (characteristic modifier) (any other circumstances of note).
And, that's interesting. If I have a Doctor with Revolver skill, I'd at least allow the man to have AutoPistol-0.
Not really...only weapon skills were 1/2 point skills. The rules pointed out that all PC's have a natural ability when it came to weapon use and was represented by that. If you got a skill in a weapon then the skill became 1.
It was what further defined the difference between a skilled roll with modifiers and a non-skilled roll at the base chance. And it was only in weapons.
True, but some skills have no penalty for unskilled use:Not really...only weapon skills were 1/2 point skills. The rules pointed out that all PC's have a natural ability when it came to weapon use and was represented by that. If you got a skill in a weapon then the skill became 1.
It was what further defined the difference between a skilled roll with modifiers and a non-skilled roll at the base chance. And it was only in weapons.
It's the GM's call on extending level 0's past the list. At least it's so using RAW.