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Missing skills

Unless contradicted by MgT material, I consider previously published information about the setting to be perfectly legitimate evidence.

And if Mongoose deliberately changes something and I feel that doing so was a bad idea, I feel fully entitled to grouse about that.


Hans

I have to agree, if the prices are similar (which, as far as I know, they are), then I think it's a valid comparison. it's not automatically correct, either, but it's not automatically wrong.

whats the prices for hiring a NPC crewman in MT? are they similar to the costs in MGT? that would give us a rough idea if wages are similar.
 
For during chargen: The very lowest possible negative DM hardly makes it impossible or even unlikely to me.

What I'm saying is that if a career requires another career to fill rolls, there should be *no* penalty for a character from the supporting career to join the primary career.

For outside of chargen

I'm talking about characters that are still in their careers and have not mustered out. By the core rules, no Navy ship will have a Naval medic. No merchant ship (unless crewed by characters who have mustered out) will have a medic. A career as a free trader merchant merchant won't teach anyone to operate ship's weapons. I am only considering the skill tables.

Gunner is in the tables for merchants.

Not for the free trader assignment.

Another choice is to just use the CT tables if you like them better.

Actually, I prefer the MT tables (about the only think I like about MT). Rather than Astrogation, Pilot, Engineering, Vacc Suit and Sensors eating up 5 lines on 1d6 tables, you have Space, which when rolled you then pick one of those five skills.

Sorry, but could you please clarify what it is that you want from this discussion? I'm only trying to be helpful so if the purpose is just to have a debate, then I'd like out.

Okay: What skills on the tables should be dropped/moved to make room for skills that are more useful to that career?

For example, I'd replace Remote Operation with Medic on the Advanced Education table and replace the Pilot (small craft) with Remote Operation on the Flight table.

On the Line and Free Trader tables for merchants, I'd drop Zero G.
 
I have many things I could say regarding comments in your previous post but since you say
could you please clarify what it is that you want from this discussion?
Okay: What skills on the tables should be dropped/moved to make room for skills that are more useful to that career?
I have 2 points to make first.

Everybody starts their career at exactly 18yo in the whole TU. Every career from athlete to merchant in the whole TU signs up for terms of exactly 4 years. Every single Drifter wandering around in traveller is part of a well defined organization that has a rank structure and when one achieves rank 3 they are granted training in deception. There isn't a single drifter scavenger that has ever found a decent salvage and been able to accumulate over $24,000. Citizens across the entire TU can improve their EDU and INT but not a single one can work out and improve their DEX, STR, or END. Not a single person in the entire Army, Navy, Marines, Scouts and many other careers can be a Broker or Steward (based on tables alone). How do they procure items? No mess halls?

Silliness on my part. Yes. The point:

1) Chargen with a few D6 tables can not define the way everything works across the whole TU. It is a game mechanic and not a simulation of the TU.

I'm talking about characters that are still in their careers and have not mustered out. By the core rules, no Navy ship will have a Naval medic. No merchant ship (unless crewed by characters who have mustered out) will have a medic. A career as a free trader merchant merchant won't teach anyone to operate ship's weapons. I am only considering the skill tables.
2) There is a method in Mongoose for people to gain any skill people think makes sense without making any changes. Characters are still in their careers when they make connections and can gain those skills.

Not that there is anything wrong with making changes.


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What skills on the tables should be dropped/moved to make room for skills that are more useful to that career?
I've mentioned some of the ones I've made and am thinking of and commented on medic and gunner skill for merchant.
I'd replace Remote Operation with Medic on the Advanced Education table and replace the Pilot (small craft) with Remote Operation on the Flight table.
I guess your talking about Navy here. I was thinking medic might fall under Officer Skills as IRL any doctor I saw in the military was an officer. I do like Remote ops under Flight.

From my comment above, where do you think broker (supply and logistics support) and steward (can't have a Steven Seagal character without it) should go? Also Advocate and Investigate (JAG Lt. Col. Sarah 'Mac' MacKenzie can play in my games any day).


Any other specific careers and tables that need help?
 
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For example, it's not possible to generate a Navy doctor because none of the Naval skill tables include Medic. Do they rely on Marines or civilians for medical care?

Four solutions here - you could choose to enter the Scholar career instead of Navy or, with the forthcoming new Mercenary book, enter Medical School before entering Navy. As someone mentioned earlier, there is also the High Guard option, as well as Skill Packages.

Cant you get the relevant skills from events?

A reasonable solution for medics within the Merchant career, perhaps.

My house rule would be to have one mode of transportation available at each tech level, possibly overlapping a bit. A riding animal or cart at TL 0-4, wheeled vehicle at TL 4-9, and grav vehicle at TL 9+.

I'm sure that isn't a possiblity Mongoose would accept for MgT, since homeworld skills are linked to trade classifications, so short of getting them to introduce a 'Mid-tech' classification to fill the space between Low-tech and High-tech that would be a deal-breaker.

I think that is a good idea - though perhaps not one for the core rulebook. Would be happy to include something like this in a 'lower tech career' book or, perhaps better, the proposed Traveller Companion.

U
And if Mongoose deliberately changes something and I feel that doing so was a bad idea, I feel fully entitled to grouse about that.

What if Mr Miller changes it?

By the core rules, no Navy ship will have a Naval medic.

Not to point out the obvious, but the core rules are not supposed to cover everything (we have a page count limit). This is why we have supplements :)
 
What if Mr Miller changes it?



Not to point out the obvious, but the core rules are not supposed to cover everything (we have a page count limit). This is why we have supplements :)

Matt,

You may not have noticed, but Hans (Rancke) is very free with what he doesn't like about every version of Traveller.
 
Actually, I prefer the MT tables (about the only think I like about MT). Rather than Astrogation, Pilot, Engineering, Vacc Suit and Sensors eating up 5 lines on 1d6 tables, you have Space, which when rolled you then pick one of those five skills.

Yeah, that's always been my preference as well. As I ramp up MTU I'm in the process of reworking all the career/skill tables with this in mind. It also really gives the players a bit more control over the sort of character that chargen spits out than CT did (one of the major complaints from those very distant days of yore...).

I also liked the Special Duty roll for the extra skill.

D.
 
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