I agree with all S4 had to offer.
I would suggest that there is another way of looking at multiple expertise levels of JoT.
It is true that the CT rules state "
Jack of all trades can be considered to confer skill level4 in every other skill (but never level-1)." (1981)
So, I can see the reasoning that JoT beyond 1 is "useless." But the rules don't state this. Another interpretation might be that the character with JoT-2 or -3 has a wider latitude in which situations he might be able to have effect. As the text states, "The individual is proven capable of handling a wide variety of situations, and is resourceful in finding solutions and remedies." Thus, it is possible that higher levels of Jot make the character able to handle even wider variety of situations, and be even more resourceful in finding solutions and remedies.
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As for the widening of the skill list through JoT... that is something I hadn't thought about but it is a very good point. It moves us, of course, beyond the skills listed. Will the Jack of all Trades be able to get a handle on a piece of ancient poetry needed to find the location of the ancient temple? Maybe!
But my own thoughts about skills in CT is that they are appropriately limited -- and not at all a matter of page count.
By having limits on the skill lists for the PCs, it is assumed (by the Players and the Referees) that there are plenty of things that PCs will have to do to solve problems or seize opportunities that they skills alone cannot handle.
For example, if they need to translate that poetry and no one can do it, then what?
As I noted in another thread, there is no expertise for "Read Language" or "Ancient Poetry" in Classic
Traveller. This is great! This means that the bread crumb clue in front of them can't be solved with a blunt die roll. It means the Players need to make choices, take action, do things.
- They could see if there are any texts that are available to help them translate the language. (Probably not, as an easy translation guide would rob the poem of the exotic alien quality it is supposed to possess.)
- They could go to a university and work for several weeks in the library to sort out the clues. (A safe choice, but it will take time for both time and travel. We'd make a roll to see how long it took based off collective INT and EDU.)
- They could track down a linguist who has studied the language.
- They might have to track down the linguist who has been captured by their competitors. (Cool, adventure!)
- They could seek out a cult based on the traditions of the alien race and see if they could enlist the cult's help. (Maybe! There will be a price! What will the cult ask in return.)
The list could go on -- in part because I have no idea what the Players might come up with as a plan.
This is all part of the play culture of the mid-70s, where it was assumed the Players would have to come up with plans to solve problems, not simply have their Character make ability rolls to solve problems.
The question "But what about all the other skills?" got introduced in games like
Runequest, and soon took hold as a basic design philosophy. But I have come to see this as not as interesting as the limited list of ability found in original D&D and original
Traveller (I fully acknowledge that this is all a matter of personal taste, and in no way suggesting anyone is wrong for thinking otherwise.)
With the explosion of skill lists modules are written to take advantage of skills, to show off skills, to require skills. But for my money all of this dodges the fun of the games: The Players are presented with a problem that a simple Throw of the dice will not solve.
Now what? For me, this is where the plans and shenanigans and adventure come from.
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The point about Leadership affecting Reaction rolls from the Reaction Table in Book 3 that Whipsnade mentions is exactly the kind of thing I was talking about when I referred to the rules. The rules of CT are scattered, but interlocking.
With daily chances at Random Encounters and Legal Encounters, as well as weekly chances for Patron encounters, there will be a good chance for Reaction rolls. And that Leadership will come in handy in moving the results from Hostile to Neutral to Friendly.