Not just a different approach. An unrealistic approach. Most people aren't able to do practically anything. The penalty for not having a skill reflects that (in the extremely simplified skill system that is CT). I was surprised to learn that this wasn't part of the original rules.
When I say "most" people, I should say people who are at least 22 years old having spent 4 years in either the Navy, Marines, Army, Scouts Merchants, or Other careers. (Unless using the optional Survival rule, then minimum character age is 20 with 2 years in one of those careers.)
I don't think that's unreasonable at all. Remember, in Supplement 4, there are some different default skill applications for some of those careers.
But as I understand it, not with any real chance of hitting what they aim at.
Again, we're talking about a 22 year old, at least, and the DEX modifier still applies to CT combat.
But that's entirely different. Having weapon-0 or weapon-½ is not at all the same thing as not having any weapon skill at all. And the rule that every PC has skill-0 with all weapons is one of those highly unrealistic "PCs are special" rules that involves suspending disbelief for game purposes.
The whole point of having skill-0s/skill-½s is to distinguish between having enough skill to avoid penalties and not having enough skill to avoid penalties.
Skill-0 is basic experience in that particular discipline.
But, you seem to be coming at this from a very "non-CT" perspective. Remember, the meaning of Skill-1 if variable in CT.
Medical-1 means nothing if trying to bring a person out of low berth. It's the same as having no skill at all.
Medical-5 is the same as Medical-2 for that same reason. Both only give a +1 DM on the throw.
Vacc Suit-1 gives the character a +4 per skill level on some throws.
Engineering-1 will give a +2 per skill level on some throws.
AutoPistol-1 will give only a +1 DM per skill level on gun combat throws.
In CT, the value of a skill level depends on its application. By the same token, the penalty of not having a skill level is also dependent on the situation at hand.
The Referee, and common sense, win out over rules as written (or missing rules).
Now, I'm betting that you like the more standardized situation where one skill level is equal to a +1 DM no matter the task or situation (or skill being used).
CT just uses a different approach.
It does take some getting used to, though.
How do you create a character that is bad at anything?
As I said in the other posts, some situations with some skills are defined to have penalties. For example, no Vacc Suit skill means a -4 DM on the 10+ throw needed to avoid critical situations while doing zero G work.
In other words, a character with no Vacc Suit skill can suit up and go outside and do ordinary maneuvers with no problem. He's a beginner, though, and there is a 100% chance that he will have a problem if he tries to do something like jump to the other docked ship.
Battledress and Combat Armor are an improved armored version of the typical vacc suit and require Vacc Suit-1 skill in order to be worn at all.
So, yes, there are penalties for no expertise in some areas.
Depends on your definition of 'playable'. As a playing piece in a game, sure. But as a character in a roleplaying game, not in my opinion.
Why would you say that. I bet this character is a lot more playable, by the CT rules, than you think.
Aren't you mixing up two different versions of the rules? Why would you need level 0 skills if there's no penalty for not having a skill?
For some situations, penalties are appropriate. It's just not within the CT rules to put a blanket penalty for having no skill or Skill-0 for many types of actions.
It depends on the action.
I would have thought that the level 0 skills would have been introduced at the same time as the penalty for no skill was intyroduced.
Just like the value of a skill level being varied, depending on the situation, so too are the penalties. Some are light. Sometimes, there is no penalty. And, sometimes the penalty (as with the Vacc Suit above) is severe.
Sure, that's plausible. And if the character has spent his life in space, shouldn't I give him a penalty to riding a horse?
Why not? You're the Ref. If it makes sense, do it.
Riding is not a skill in CT, so you'd have to do one of four things:
1: One, you can ignore it and just allow the characters to ride. Why make a throw anyway? I wouldn't, unless there's a real need--like in a chase, with a character on horseback, avoiding obstacles.
2: You can create a new skill (but I wouldn't advise doing that unless Riding is going to be something that happens a lot in your game--skill points are precious in CT). You could put in penalties for animal orneriness.
3: You can make it a Stat-dependent (or some other version of a throw) throw--something simple, like, "Throw 2D for DEX or less to jump the horse over the downed tree log."
4: You can just make it a 2D (or some other version of a generic throw) and run with it. A great example in The Traveller Adventure has Marc Miller talking about different types of throws and how to use them. In one, Marc suggests just throwing 2D6 and using whatever the result as the target number. Then, allow the player to throw 2D and try to beat that number. Add in a modifier if you like (+1D if DEX 9+, or something like that).
This is a great way to randomly determine (if logic or backstory fails) to determine how gifted a character is at riding a horse. If the 2D difficulty is low, make a note that the character has horse riding in his back ground (no skill--the note is fine, in case this ever come up again). If the 2D throw is 12, then obviously the character cannot make the throw unless the Ref allows some modifiers--and a 12 would mean that the character has never been on the back of an animal in his entire life.
I think that's fun stuff. Discovery during the game.
My problem is that it doesn't seem to do so. But I guess I understand now why I had such problems with the old CT rules that I first houseruled them, then switched to an altogether different system.
I'll agree that I think you'd like a much more black & white system--less customizable, more one-size-fits-all.
I think both styles are fun.