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What you THOUGHT you knew about CT???

See Supp 4 is a mean Ref. :p

OK, now I find out that I have been doing it wrong, still as I said before, I tend to be real nice to players when running Traveller. As for knowing CT nah, mostly know it's History and other setting stuff and truth be told I am a wing it type GM all over, never let the rules interfere with a good story...well story anyway, not all have been good.

Still nice to see a clarification and know that I have been been to lenient with my players. Now I can be mean and blame Supp 4 for it. :p After all, he's the one who pointed it out to me. So take that Supplement Four. Nayah!
 
OK, now I find out that I have been doing it wrong, still as I said before, I tend to be real nice to players when running Traveller.

Actually, I was wrong on that one. You've been doing it right!

Turns out, the rule is a hold over from first edition, thus the indication of level.

I deleted the post as I intend to only list correct information in this thread.

For clarification: The Automatic skills do add a skill level if the character already has the skill.
 
Dang nabbit!

Make up your minds people. :p

OK, so I can continue with the old method and you are saved from being a source of meanness to my players...unless I do that help speeding by as they get punked by pirates thing you did to your players, but gee it read so nicely. I mean from a it didn't happen to me point of view, if it was me, I'd be...well in lots of trouble. :p
 
Can somebody recap this discussion. You've lost me.

There are things people know about CT rules, and things people think they know about CT rules, and things they don't know that they actually do know about CT rules, and things they don't know about CT rules but think they know, and things they don't know that they don't know.

There - that should help explain things.
 
Just noticed :eek: - some of the example characters in 2nd edition are listed with lvl 0 skills in their resumes.

Yes. This is stated somewhere in CT, but I'm not sure where--though I do know it's there. I can probably find you a quote if I look hard enough.

Whenever a CT character is listed with a Skill-0 skill, it's almost always a weapon skill. The Skill-0 denotes the weapon that is best suited to the character due to DMs from Advantageous and Required stats and such.

This way, it's easy for a GM to look at a character and know which weapons to place with the character, especially when the character does not have any equipment.

It's a type of CT short-hand.
 
There are things people know about CT rules, and things people think they know about CT rules, and things they don't know that they actually do know about CT rules, and things they don't know about CT rules but think they know, and things they don't know that they don't know.

Vizzini: But it's so simple. All I have to do is divine it from what I know of you. Are you the sort of man who would put the poison into his own
goblet or his enemies? Now, a clever man would put the poison into his
own goblet because he would know that only a great fool would reach for
what he was given. I am not a great fool so I can clearly not choose
the wine in front of you...But you must have known I was not a great
fool; you would have counted on it, so I can clearly not choose the wine
in front of me.

Man in black: You've made your decision then?

Vizzini: [happily] Not remotely! Because Iocaine comes from Australia. As everyone knows, Australia is entirely peopled with criminals. And
criminals are used to having people not trust them, as you are not
trusted by me. So, I can clearly not choose the wine in front of you.
 
Maximum Skills

This rule was mentioned up-thread, but I think it important to include it as it is also an often ignored rule. (And, that might be due to the fact that the rule was added rather late in the game--some versions of the rules include it and some don't).

It's referred to as the Experience Limit or the Maxiumu Skills rule. (It was also carried over into MegaTraveller).

In the Traveller Book, you'll find that rule on page 29, under the heading Maximum Skills.

The rule simply states that a character cannot have any more skills or skill levels than the sum of the character's INT + EDU. Skill-0 skills are exempt from calculating against the Experience Limit.

This character: 77894A would be limited to...

...a maximum of 13 skills (excluding Skill-0 skills).

...and a maximum of 13 skill levels (excluding Skill-0 skills).



Thus, if the character had 13 skills, they'd all have to be at Skill-1, or the character would have to lower some skill levels.

Or, if the character's total skill levels exceeded 13, but the total number of skills were less than 13, the character would still have to reduce some skill levels in order to meet his Experience Limit.



The only way to increase a character's Experience Limit after chargen is complete is to use the Experience Rules to increase the character's EDU score. Note, however, that a character's EDU score can never be raised higher than the character's INT score.

Thus, if the character's EDU is already higher than his INT score coming out of chargen, the character's Experience Limit cannot be raised.
 
...The only way to increase a character's Experience Limit after chargen is complete is to use the Experience Rules to increase the character's EDU score. Note, however, that a character's EDU score can never be raised higher than the character's INT score.

Thus, if the character's EDU is already higher than his INT score coming out of chargen, the character's Experience Limit cannot be raised.

Not quite true. The only way the book describes in detail is a self study course (or teacher tutoring, as if ;) ) but it does suggest other possibilities in the alternatives section that does not have the limitation. You can even increase you Int there. There are no real limits, only possibilities unexplained :)
 
Endurance

I actually didn't think this was an unknown or forgotten CT rule, but evidently some people have forgotten about it.

CT uses a character's END score for a special purpose, and it's the only Traveller edition to use END this way.

During blade combat (CT's term for melee or HTH combat, with or without blade weapons....while fire combat is referred to as "gun combat"), a character's endurance represents the number of swings the character can take before getting winded. When this pool of swings is deplentished, a penalty modifier is applied to the character's attacks called a weakened blow modifier.

Not all swings are considered "combat swings". For example, slicing the throat of a sleeping enemy does not count towards the total number of combat swings allowed a character.

Also, a player can choose to take a weakened blow, using the penalty modifier, in order to save his full strength combat attacks for later in the combat (in effect, the combatant is not fighting at full strength, saving his energy, pacing himself,for a long combat).

The weakened blow modifier is different depending on the type of weapon used. Heavier and bulky weapons typically get bigger penalties.
 
Yes. This is stated somewhere in CT, but I'm not sure where--though I do know it's there. I can probably find you a quote if I look hard enough.

Whenever a CT character is listed with a Skill-0 skill, it's almost always a weapon skill. The Skill-0 denotes the weapon that is best suited to the character due to DMs from Advantageous and Required stats and such.

This way, it's easy for a GM to look at a character and know which weapons to place with the character, especially when the character does not have any equipment.

It's a type of CT short-hand.
You are kidding right?

I know what a lvl0 skill is.

What I was pointing out is that the example characters have vacc 0 listed.
 
Not quite true. The only way the book describes in detail is a self study course (or teacher tutoring, as if ;) ) but it does suggest other possibilities in the alternatives section that does not have the limitation. You can even increase you Int there. There are no real limits, only possibilities unexplained :)

And the skill cap is only "a general rule of thumb" - read into that what you will ;)

Yes, both of these comments are correct. I should have made note.

Also, a second experience system where a character can learn a new skill in as little as six weeks is presented in Book 4.

Plus, as Dan says above, the GM is encouraged to figure alternatives to learning skills, opening the door to "high tech" methods, like importing memory engrams.
 
You are kidding right?

I know what a lvl0 skill is.

What I was pointing out is that the example characters have vacc 0 listed.

No sir, I'm not kidding. I can dig up the reference if you like. Skill-0 in a character's list of skills, if it is a weapon skill, is meant to denote the character's preferred weapon.



EDIT: To be a bit more clear: it denotes the character's preferred weapon if the character doesn't already have a weapon skill at level 1+.
 
It's ok, I can dig up the references myself since I have more versions of the rules than you can throw a stick at.

I know what a lvl0 skill represents, I was pointing out that in 2nd edition character resumes actually include lvl 0 skills in not just weapons.
 
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