I think it's important to note the "player-characters" qualification to the skill-0 in all weapons statement. It says the PCs are different. Not all NPCs will have skill-0 in all weapons.
On the other hand, in Book 3, we have this statement:
"Weapon skill is generally considered to be 1 for all encountered persons"
I think that applies to the weapons indicated for the encountered NPCs.
But they still may not have skill-0 in all weapons. The GM is free to decide case by case, and note that even that skill-1 comment is qualified with "generally considered".
These two comments are awesome stuff. They tell us something about the setting ("Travellers" have a general familiarity with weapons, and the random thug you encounter in the alley has cudgel-1). It also gives the GM latitude to assign NPC skill as appropriate.
Frank
Which goes to my point (back in my original post) about "Straightforward Player Character Designer for Making Adventurers." I understand that some people want to use the Classic
Traveller rules to emulate any sort of person who might exist as a PC -- which is how we get lengthy threads about interstellar shoe salesmen. But per the original intent of the game making a shoe salesmen wasn't the point of the game.
By the way, I'm not saying people
shouldn't make a
Traveller game to have a campaign about a group of traveling shoe salesmen... if that's what you want, go for it. I am making a point that Traveller, in its many editions, has been around for so many decades, in so many editions, and taffy pulled so many ways, that man people get frustrated that the rules don't do what they
think they should do (model all things as if it were modeling reality) rather than looking at them for what they are.
And here, in this subform, with the Tag "Rules Only" we're talking about the Classic
Traveller rules. In turn the rules model were not built to model "reality" but the adventure SF fiction of Vance, Pournelle, Tubb, Piper, Norton, Bester, and so on. And thus the PCs are the sorts of protagonists who populate such fiction.
Even if we expand to
Supplement 4: Citizens of the Imperium we end up with Belters, Barbarian, Pirates, as well as less adventurous types such as Doctors and Belters. Something that has been forgotten in the mists of time (and which has opened the doors to conversations about shoe salesmen PCs) is that the default purpose of Supplement 4 was not to expand the potential types of Player Characters.
From the first page...
"In the course of
Traveller adventures, both players and referees constantly need additional characters for use in patron or random encounters... This supplement is intended to fill that void."*
Again, this is original
Traveller under discussion, with its early years sensibilities. The game has changed through the editions, along with expectations. But the focus of my original post was original Traveller. And with that comes with a set of expectations.
Within the ellipsis of the quoted text from
Supplement 4 states... "or to fill specific campaign game needs..." So if the group wants to create Medical ship and staff it with doctors for the campaign, Supplement 4 now makes this easy. But it is still, per the text, a drift from the original assumptions of play -- which consists of experienced men and women with gumption, skills, and general competency heading out into the vast gulfs of space where adventure awaits.
As rhialto pointed out in the matter the general competence of PCs having a default of 0 for firearms...
Yes, if you are a Traveller PC from Bk1.
Remember that not having any weapon expertise costs a character a DM -5 on any combat rolls. Thus, pulling Frank's post back in: encountered NPCs will have an expertise of 1 with whatever they carry... but be quite inexperienced with anything else. PCs, by contrast, can pick up most weapons with familiarity. They are a breed apart; they are
travellers.
Thus, the original intent was never to model "The guy you knew once down the street" as a PC. The original rules of
Traveller were built to model and emulate a certain type of
fiction and the protagonists that populate such tales.