Supplement Four
SOC-14 5K
(I have a few problems with the -5 no-skill penalty, but it seldom comes up).
This comes up extremely rarely. That rule is for when the GM decides the character has absolutely no clue about what he is attempting to do.
Picking up an alien weapon that doesn't work intuitively. Or, maybe when the weapon doesn't fit human physiology--a Hiver weapon, for instance, that is basically a ball with a snout on it, and the palm of the hand has to grip the ball and press three buttons down simultaneously. I'm sure it can be done, but be done well in combat? Doubtful. Thus, the -5 DM.
GMs can also expand on the rule, taking it into situations where, "You want to conduct brain surgery? But, you don't even have Medical-1? You don't even have any background experience in the field. You're from a TL4 world! OK, give it a shot. Cut open his head, but do it with a -5 no-skill DM."
I hardly ever use that unskilled penalty in my game. I note that most characters know all weapons in LBB1 at Skill-0, but not all characters. Doctors, for example, from Sup 4, are subject to the non-skilled rule for weapons they have no skill in.
I think this makes sense. It's career-based. Military people can pick up weapons easier than someone who was a child, went to school, then spent his adulthood in more school.
But, also note that CT is very, very generous with Skill-0 skills. Anytime a character would logically have some knowledge of a skill, it is appropriate to give that character a Skill-0 in the area of expertise whether it was originally on the character's sheet or not.
There are many, many examples of this.
Plus, this is what makes a character like: 758995 Admin-1, AutoPistol-1 extremely playable. In most situations, he's not throwing with a -5 DM. Most of the time, he's just throwing with no bonus.
I just find it a bother to start with a simple 8+ to hit, then go to a table to adjust for Weapon vs Range, go to another table to adjust for Weapon vs Armor, adjust for skill and, in general, end up still needing a 7, 8 or 9 to hit. It always seemed that it could have been presented a little cleaner.
I've never been fond of tables either. If you check out the character sheets I have in my sig, you'll see that I have some short hand for the tables on them. Each piece of equipment in my game is contained on a single sheet of paper (makes it easy to take out of the notebook and pass around equipment), and on those, it is copied the weapon's stats plus the DMs from the tables.
Basically, what happens is that players learn their stuff pretty quickly, not having to look up a table. If they get a new weapon in the game, I'll quickly fill out a piece of paper and slide it to them. There, all the weapon stats are, and they can just look down at it until they are used to using the weapon.
I do understand an aversion to tables. Never liked it much in D&D. Never liked it much in Traveller (at least, with CT, we're only talking about a few tabels).
But, what I do like about it is that weapons can be easily differintiated between each other. They're "not the exact same" like they are in most other Traveller games. Take MT. They all have the same number to-hit. It's all the same, no matter which weapon you pick up.
In CT, a GM can easily customize a weapon on the spot. Let's say a company is known for better long range rifles. Well, simply add a +1 DM to the Long Range column on the rilfe, and you have a weapon that is slightly different than the generic weapon.
Or, maybe the players happen upon a new type of ammo. Maybe it adds some exceptional punching power against Cloth armor. Well, simply add a +2 DM vs. Cloth, and now you've got a nice little "drop" you can put into your game to reward the players. They'll find this kind of stuff "cool".
You can do the same thing with armor types, as is already in the game. Cloth-1, Ablat-3, etc.
These are all features of CT that I find it hard to live without when I look at other Traveller editions.