The old phrase "Jack of all trades, master of none."That's why is good to define the terms.
Now you know how I see it, would you be so kind to define how do you, so we could achieve better understanding of each other POV?
The old phrase "Jack of all trades, master of none."That's why is good to define the terms.
Now you know how I see it, would you be so kind to define how do you, so we could achieve better understanding of each other POV?
The old phrase "Jack of all trades, master of none."
Now, this is not bragging. I am only giving an example.
I have been an electrician for twenty-six years. I have been exposed to a great variety of activities and locations. Everything from houses to commercial buildings, industrial plants, oilfield, now locomotives.
This is not my first rodeo. Every day I have no idea what is coming at work. I could be called away at a moment's notice to perform some repair or assist someone else. Lucky for me I do not scare easy.
My current work experience is a personification of Jack-O-Trades skill.
But in this case, JOT will be an enhancer for your electronic skill, not used by its own. And only MT reflects this (allowing you retries), while in most other Traveller versions, as you have electronic skill, your JOT, as high as it might be, would not be factored into the task.
I like that aspect, but I also allow it to be rolled to avoid an unskilled penalty - Formidable, Edu, JOT, instant, fateful, safe.
On success, one unskilled task may be tried as skilled with a level of 0.
I never liked the idea to use it as a substitute for skills you don't have, but as a coadjuvant to the one you have or to the unskilled use, as, IMHO, it does not represent knowledge (that would be covered by EDU stat), but the capability to improvise (see above).
In any case, let me share the thoughts your post took to my mind (little more than random thoughts):
- Being a formidable task (15+) its use in this way is very limited, as you need a +3 modifier to have the slightest chance of success (and I guess it's not elegible for cautious task).
- See that you could use determination instead of EDU, meaning both the influence of reasoning to understand what you have to do (INT), more tan having previous knowledge (EDU), that you don't have, as you don't have the skill, and the daring to try and self-confidence(so determination and not bare INT).
- To use it that way, I'd make it easier than formidable (probably difficult) but uncertain, making total failure represent that the caracter believes he will be able to do it (so commiting him to try), but using the untrained modifier.
- Can a task be at once fateful (a mishap is guaranteed if the task fails) and safe (mishap is never damaging, and on a fumbe mishap is superficial)? I see both labels as quite contradictory: on a fail there's a undamaging mishapconfused
, and even on a fumble damage is limited.
Determination is Int + End, not Int+Edu - it's not comparable.
I don't allow JOT to grant AT's, except to JOT.
Note that to get a level 0 equivalent, that's any of:
Edu 1-4, JOT 3+
Edu 5-9, JOT 2+
Edu 10-14, JOT 1+
Edu 15-19†, JOT 0‡
Fateful also implies no retries, no matter what your determination and JOT levels, as well as an automatic mishap. Fail the task, fail to avoid the penalty as the automatic superficial mishap.
And the task is derived from the Computer Assistance one, which is Formidable, Int, Edu, 1 hour. (MTPM 15)
Safe: With some tasks, if a mishap occurs, it is never damaging:
such tasks are safe. On a safe task, if a fumble occurs,
the mishap type is always Superficial (no roll is needed on the
Mishap Table).
Fateful: For some tasks, a mishap is guaranteed if the task
fails (don’t confuse this with hazardous, which indicates the
severity of mishap): when this is the case, the task is fateful.
“To avoid a mishap” situations are good examples of fateful
tasks because if they fail, the mishap has not been avoided.
(MTPM 13)
The old phrase "Jack of all trades, master of none."