A general scan of the throws available in CT rules, adventures, and supplements indicates that the stance taken with the game is that the emphasis is on skill--experience--rather than natural ability (attributes).
This is one way of looking at it. Each Referee or gaming table will have to decide what feels best for them.
For myself, when I read the rules, what I see is that all possible sources of DMs are situational and built from the specific moment at hand. Skills and personal characteristics can influence any given situation in several ways. We know that a PC’s DEX might have a greater positive impact than his expertise with a given weapon; we know that some skills make it clear personal characteristics should be taken into account
if it makes sense in that situation to do so. And sometimes a PC's characteristic will provide a DM where no skill applies at all.
For myself, this is the take I came up with for personal characteristics after looking at Books 1-3. I modeled the use, values, and nature of characteristics as best I could using the rules I found in the books at precedent. (In general this means no roll under characteristic tests (which I don’t like anyway for several reasons, which I outline in
this blog post), and that positive or negative DMs are applied from personal characteristics at the higher or lower ends of the scale respectively.
1. We start with the basic formula of Situation Throws
2D6 +/- DM ≥ Throw Value equals success
2.If an applicable characteristic is 9+ and higher than the Throw value, the character receives a DM +1 to the roll
3.For every two points the characteristic exceeds the Throw value, the character receives and additional DM +1 to the roll
4.If the Throw value is 15 or higher, any applicable characteristic of F will receive a DM +1
5.If an applicable characteristic is 4- the character receives a DM -1 to the roll
6.If an applicable characteristic is 2- the character receives a DM -2 to the roll
7. The determination of what, if any, characteristics are applicable is determined on a situation-by-situation basis.
Notice what this gets us:
- Players have a consistent sense of what their characteristics offer
- Higher characteristics offer better +DMs, and exceptional characteristics (in the 12-15 range) might end up offering exceptional benefits
- Sometimes the Referee will want a Throw value that requires exceptional DMs. As the passage in The Traveller Adventure states: “It is even possible for a referee to make the situation number greater than 12, thus making success impossible unless the players can provide necessary skills or tools with DMs to get their throw also above 12.” With the method above, a character caught up in a situation with a Throw Value of 13 or higher will receive at least a DM +1. This means rolls that might otherwise be impossible might be possible–though other DMs wrangled from other fictional details and circumstances might be required as well.
- Low characteristic provide -DMs in a consistent manner, so the character’s handicaps can come into play but not feel arbitrary.
- Unlike the later Task systems introduced to Traveller, a characteristic is not a presumed or required part of a Throw. If the characteristic is applicable, if applies. If it does not, it does not. Which is how I think the game is meant to be played.
- The system also means that even if you have a high or exceptional characteristic you can still be outclassed by the problem. If the PC has a strength of B, but the Throw value is 12, then the PC can’t depend on his strength to change the situation for the better. I understand this might be non-intuitive to many people (“If I’m really strong, why doesn’t the quality of my strength help every time strength can help?”) But we’re looking at those times when the airlock is jammed so much you would need an even higher strength of it to help. In a 2D6 bell curve a +1 to the roll is a really big deal. I want those DMs for when a characteristic can help crush a problem. In other circumstances, the PC will need to find other methods of getting DMs if he or she wants to change the odds. For gameplay, I really like how this works out.