Supplement Four
SOC-14 5K
...An idea for Traveller...
The 007 game has skills, then it also has Fields of Experience, which have no level ratings. The FoE act as qualifiers, adding a level of subtlety to how a character's skills are used.
Thus, you have a basic skill like Fire Arms. The FoEs a character has governs how that basic skill is used.
I wonder how this system might be brought to Traveller. Here are some thoughts...
Skills (in CT and 007) are typically quite broad (although broader in 007 than CT). Let's take this skill, Fire Arms. The skill level represents the characters ability to handle weapons. Now, there can be several Fields of Experience that can apply to that skill. If the character has the FoE of Handgun, for example, then the character's Fire Arms skill will be used at its full value when the character uses handguns.
Maybe the character has an FoE in Heavy Weapons as well. Thus, he'd receive the same benefit with those weapons.
If a character uses a skill for which his FoEs don't apply, then he'd to it at a negative, or without a bonus, or maybe not at all (we're talking about how to apply this concept to Traveller--having the FoE is better than not having it).
Off the top of my head, let's say that not having the appropriate FoE means a -3 DM will be applied to the throw.
Three things are neat about Fields of Experience.
First, when the skill goes up, it helps all areas associated with that FoE. As in the example above, if the character improves his Fire Arms skill, then he'll be better at both Handguns and Heavy Weapons.
This seems very logical to me. In Classic Traveller, if one improves his AutoPistol skill, his AutoRifle skill remains uneffected. Under this set of rules, even if the character doesn't have the FoEs of Hanguns and Rifles, he'll still be better in both because the FoE's are based on one skill: Fire Arms. If Fire Arms goes up, then his chance with every FoE that uses the skill (whether the character has the FoE or not) will also receive a bonus.
Does that make sense?
For example, the character has Fire Arms - 1. And, he's got the Handguns FoE, but not the Rifle FoE. The penalty for not having an FoE is -3. So, when this character fires a handgun, he's +1 on the throw (no -3 penalty because he has the FoE). When this character fires a rifle, he's -2 on the throw (Skill 1 - 3 penalty).
If the skill is improved to Fire Arms - 2, then this character is +2 with handguns and -1 to hit with rifles.
Make sense?
A second thing that I like about FoEs is that they can get as specific (or as generic) as you like. Instead of a handguns FoE, it could be an FoE with a particular weapon. There could be an FoE for reparing weapons.
The character has Fire Arms - 2. He's also got two FoE's, Handguns and Heavy Weapons. When he uses a handgun, he's +2 on the dice (skill level). If he tries to use an SMG, he's -1 on the dice. And, if he wants to repair that handgun, he's also -1 on the task (no FoE).
Get it? Kinda neat, huh?
So, the point here is: You can have Fields of Experience for all sorts of things. Weapon repair can be a separate FoE.
Third, I like how Traveller skills can be boiled down to a small number of skills using this system. There'd be a set number of skills, and then there'd be any number of FoEs. GMs can make up new FoE's if necessary. Remember, Fields of Experience only guide a character on how a skill is used. But, the skills will remain what they are--no need to invent new skills when an FoE will do.
Also...
The penalty for not having the correct FoE doesn't have to be a blanket number for all situations. This can be FoE defined, or defined by the GM.
For example, let's say the character has a skill: Medical - 1. The penalty for not having the Surgery FoE when conducting surgery may be a -6 DM. The Diagnosis FoE may have a standard -3 DM. Thus, a character without either of these FoEs would be +1 of usual first aid throws. He'd be -2 on a throw to make a diagnosis for a sick character. And, he'd be -5 on a the throw if he ever attempted surgery.
Another good example to point out what I'm describing here is to focus on the Demolitions skill. The FoE required to dismantle a nuclear weapon may have a stiffer penalty on it than the FoE required to dismantle a handgrenade booby trap.
The same thing goes for the Engineering skill. There may be one penalty if the characer doesn't have the correct FoE to fix the Jump Drive, and a less stiff penalty if the character is trying to use his Engineering skill to fix the grav fork lifter in the cargo bay.
Long story short: This system would turn Traveller skills into basic skills. Fields of Experience are methods for using those skills in different situations.
Many of the skills in Traveller now would be turned into FoEs.
EDIT: BTW, if interested in the 007 game system, check out this slightly altered free version of the rules (in generic format) here: http://www.unclebear.com/wiki/images/7/7b/Doublezero.pdf
And, you may want this table here: http://www.unclebear.com/wiki/downloads/doublezerotable.pdf
The 007 game has skills, then it also has Fields of Experience, which have no level ratings. The FoE act as qualifiers, adding a level of subtlety to how a character's skills are used.
Thus, you have a basic skill like Fire Arms. The FoEs a character has governs how that basic skill is used.
I wonder how this system might be brought to Traveller. Here are some thoughts...
Skills (in CT and 007) are typically quite broad (although broader in 007 than CT). Let's take this skill, Fire Arms. The skill level represents the characters ability to handle weapons. Now, there can be several Fields of Experience that can apply to that skill. If the character has the FoE of Handgun, for example, then the character's Fire Arms skill will be used at its full value when the character uses handguns.
Maybe the character has an FoE in Heavy Weapons as well. Thus, he'd receive the same benefit with those weapons.
If a character uses a skill for which his FoEs don't apply, then he'd to it at a negative, or without a bonus, or maybe not at all (we're talking about how to apply this concept to Traveller--having the FoE is better than not having it).
Off the top of my head, let's say that not having the appropriate FoE means a -3 DM will be applied to the throw.
Three things are neat about Fields of Experience.
First, when the skill goes up, it helps all areas associated with that FoE. As in the example above, if the character improves his Fire Arms skill, then he'll be better at both Handguns and Heavy Weapons.
This seems very logical to me. In Classic Traveller, if one improves his AutoPistol skill, his AutoRifle skill remains uneffected. Under this set of rules, even if the character doesn't have the FoEs of Hanguns and Rifles, he'll still be better in both because the FoE's are based on one skill: Fire Arms. If Fire Arms goes up, then his chance with every FoE that uses the skill (whether the character has the FoE or not) will also receive a bonus.
Does that make sense?
For example, the character has Fire Arms - 1. And, he's got the Handguns FoE, but not the Rifle FoE. The penalty for not having an FoE is -3. So, when this character fires a handgun, he's +1 on the throw (no -3 penalty because he has the FoE). When this character fires a rifle, he's -2 on the throw (Skill 1 - 3 penalty).
If the skill is improved to Fire Arms - 2, then this character is +2 with handguns and -1 to hit with rifles.
Make sense?
A second thing that I like about FoEs is that they can get as specific (or as generic) as you like. Instead of a handguns FoE, it could be an FoE with a particular weapon. There could be an FoE for reparing weapons.
The character has Fire Arms - 2. He's also got two FoE's, Handguns and Heavy Weapons. When he uses a handgun, he's +2 on the dice (skill level). If he tries to use an SMG, he's -1 on the dice. And, if he wants to repair that handgun, he's also -1 on the task (no FoE).
Get it? Kinda neat, huh?
So, the point here is: You can have Fields of Experience for all sorts of things. Weapon repair can be a separate FoE.
Third, I like how Traveller skills can be boiled down to a small number of skills using this system. There'd be a set number of skills, and then there'd be any number of FoEs. GMs can make up new FoE's if necessary. Remember, Fields of Experience only guide a character on how a skill is used. But, the skills will remain what they are--no need to invent new skills when an FoE will do.
Also...
The penalty for not having the correct FoE doesn't have to be a blanket number for all situations. This can be FoE defined, or defined by the GM.
For example, let's say the character has a skill: Medical - 1. The penalty for not having the Surgery FoE when conducting surgery may be a -6 DM. The Diagnosis FoE may have a standard -3 DM. Thus, a character without either of these FoEs would be +1 of usual first aid throws. He'd be -2 on a throw to make a diagnosis for a sick character. And, he'd be -5 on a the throw if he ever attempted surgery.
Another good example to point out what I'm describing here is to focus on the Demolitions skill. The FoE required to dismantle a nuclear weapon may have a stiffer penalty on it than the FoE required to dismantle a handgrenade booby trap.
The same thing goes for the Engineering skill. There may be one penalty if the characer doesn't have the correct FoE to fix the Jump Drive, and a less stiff penalty if the character is trying to use his Engineering skill to fix the grav fork lifter in the cargo bay.
Long story short: This system would turn Traveller skills into basic skills. Fields of Experience are methods for using those skills in different situations.
Many of the skills in Traveller now would be turned into FoEs.
EDIT: BTW, if interested in the 007 game system, check out this slightly altered free version of the rules (in generic format) here: http://www.unclebear.com/wiki/images/7/7b/Doublezero.pdf
And, you may want this table here: http://www.unclebear.com/wiki/downloads/doublezerotable.pdf
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