Search found 81 matches

by Saladman
Mon Sep 10, 2018 8:10 pm
Forum: Traveller
Topic: What does it take to test a character for Psionics?
Replies: 14
Views: 1531

Re: What does it take to test a character for Psionics?

It's highly illegal and actively suppressed in the Imperium. Are you now implying you'd drop the time and cost requirements, as these social costs are enough? Or do you simply mean I would have had to spell this other cost out in my post, despite not being relevant to my point, to avoid being corre...
by Saladman
Mon Sep 10, 2018 7:19 pm
Forum: Traveller
Topic: What does it take to test a character for Psionics?
Replies: 14
Views: 1531

Re: What does it take to test a character for Psionics?

Said PC has found another young NPC, and would like to test her for psionic aptitude and, if she displays any talent, train her as an apprentice. That's good thinking; it's a reasonable play to make. Can it be done without tools? Just "feel-the-force" like? Here's a question I ask myself about PC p...
by Saladman
Mon Sep 10, 2018 6:57 pm
Forum: Traveller
Topic: How many skills to describe a competent character?
Replies: 18
Views: 2745

Re: How many skills to describe a competent character?

Interesting to see most responses in broad agreement, high skill of 2-3 and supporting skills at 2 and 1. Which was my feeling as well. I still suspect that's not how Traveller is always perceived in the broader gaming community, both from the quote I opened with and more general impressions, but th...
by Saladman
Thu Sep 06, 2018 10:11 pm
Forum: Traveller
Topic: What skills have you dropped?
Replies: 23
Views: 3471

Re: What skills have you dropped?

I haven't done the following, I'm not even attached to it, but this thread has me wondering about splitting Pilot into Vacuum and Atmospheric, instead of Capital/Space/Small Craft. Any downside I'm not seeing? * One point I was fuzzy about was whether one can acquire an above level 0 regular skill i...
by Saladman
Tue Sep 04, 2018 7:54 pm
Forum: Traveller
Topic: What skills have you dropped?
Replies: 23
Views: 3471

Re: What skills have you dropped?

None yet, but next time out I feel I ought to drop the cascade skills for Animals. It's already rare enough in a sci fi game I think anyone who rolls it can have it all.
by Saladman
Tue Aug 28, 2018 11:52 pm
Forum: Traveller
Topic: How many skills to describe a competent character?
Replies: 18
Views: 2745

Re: How many skills to describe a competent character?

That's a start, thanks. Define competent... I was implicitly thinking of player characters specifically ("... players already can't get sufficient skills to describe a competent individual...") but didn't spell it out. So I'll revise it to: how many skills for a character you would consider competen...
by Saladman
Tue Aug 28, 2018 12:44 pm
Forum: Traveller
Topic: How many skills to describe a competent character?
Replies: 18
Views: 2745

How many skills to describe a competent character?

Saw this in another thread, but didn't want to derail it: Traveller being on the end of "skills light RPG" (compared to something like GURPS) means players already can't get sufficient skills to describe a competent individual... Which is I was somewhat surprised by, because that's not my impression...
by Saladman
Mon Jun 25, 2018 8:42 pm
Forum: Traveller
Topic: How Do You (Logically) Prevent Players from Skipping Payments?
Replies: 39
Views: 4282

Re: How Do You (Logically) Prevent Players from Skipping Payments?

I imagine one use of the X-boat network is to get ahead of payment-jumpers. If a free trader misses a payment the bank doesn't just send out a collection notice by standard mail, they send out a bounty notice by X-boat and mail, trying to get ahead of them. Ship-spotters are probably a thing in sett...
by Saladman
Thu Jun 21, 2018 10:42 pm
Forum: Traveller
Topic: Players and their armor.
Replies: 70
Views: 14369

Re: Players and their armor.

In great Cthulhu's unholy name, get it through your head: no modern chief executive, whatever his or her title, would be allowed to go into battle. They are simply too important to the state to be permitted to appear on a battlefield in person. Even President Trump, if he wanted to lead an MEU into...
by Saladman
Mon Sep 18, 2017 3:54 am
Forum: Traveller
Topic: Do you allow psionics?
Replies: 54
Views: 4965

Re: Do you allow psionics?

Not yet; I'm not absolutely opposed, but I'd rewrite the careers to match my setting better first.
by Saladman
Tue Aug 01, 2017 2:53 am
Forum: Traveller
Topic: Mongoose Traveller in Tandem w other RPGs ?
Replies: 6
Views: 1152

Re: Mongoose Traveller in Tandem w other RPGs ?

Stars Without Number, for the back of the book GM ideas and the Factions subsystem, but not for character gameplay mechanics.
by Saladman
Mon Jul 03, 2017 12:12 am
Forum: Traveller
Topic: No Navy Medics?
Replies: 38
Views: 4453

Re: No Navy Medics?

I never thought the career tables were meant to accurately model the population at large; the d6 range for skills doesn't do it justice. I've always assumed they're meant to return player characters. (To be fair, 2e adding university and prison makes this less obvious.) So it doesn't bother me in th...
by Saladman
Mon May 29, 2017 4:31 am
Forum: Traveller
Topic: Improving characteristics during play
Replies: 21
Views: 2259

Re: Improving characteristics during play

Only direct route I see is finding a high-TL medical facility and spending 500,000/1 million/5 million credits on a characteristic augmentation. Which is spendy, but entirely in line with Traveller's tradition of gear as character improvement. I like the stat training idea, but the RAW limits stat i...
by Saladman
Sat Apr 29, 2017 1:54 pm
Forum: Traveller
Topic: [1e] Core vs Central Supply Catalog
Replies: 39
Views: 3800

Re: [1e] Core vs Central Supply Catalog

Very much intended to replace - it changes quite a few rules in a fundamental way (like giving armour piercing traits to pretty much every slug weapon, and giving a clip capacity to the PGMP). Thanks, that was a big part of my question. Ironically given I'm trying to use CSC, my plan was to drop ar...
by Saladman
Wed Apr 26, 2017 11:39 am
Forum: Traveller
Topic: [1e] Core vs Central Supply Catalog
Replies: 39
Views: 3800

Re: [1e] Core vs Central Supply Catalog

I get that, but the Big Game Rifle is the one that costs more (by 3 1/2 times). If there was anything at all it was better at I would assume it was on purpose, but when one is better in every way I start to wonder if there's a misprint. I almost wonder if the Big Game was supposed to be TL 4 and got...
by Saladman
Tue Apr 25, 2017 11:11 am
Forum: Traveller
Topic: [1e] Core vs Central Supply Catalog
Replies: 39
Views: 3800

[1e] Core vs Central Supply Catalog

So I'm digging into CSC again, with an eye to coming up with a campaign equipment list somewhere in between it and Core in number of options. A couple questions arise. Has anyone done an edited list like this? Or is CSC an open book to your players if you're using it? I notice that, in regards to gu...
by Saladman
Fri Apr 21, 2017 2:18 pm
Forum: Traveller
Topic: Selling Starting Gear
Replies: 13
Views: 1492

Re: Selling Starting Gear

Interesting. Have never actually had anyone turn down the skill ranks. But, I've only played with lower-term characters [more on that below], so we were hungrier for skill ranks. I might say they're free to sell them in character, at the table, once play starts. Not just cash them in during char-gen...
by Saladman
Fri Apr 21, 2017 11:43 am
Forum: Traveller
Topic: Large amounts of cash on ships
Replies: 85
Views: 9257

Re: Large amounts of cash on ships

Although there may be little Imperial presence, it's close enough to the Imperium that the Imperial Credit could be the standard currency. In the real world, any time a nation has been in a state of economic chaos such that their own currency was distrusted, major country currencies – US Dollars, E...
by Saladman
Wed Apr 19, 2017 12:38 pm
Forum: Traveller
Topic: Tech Superiority
Replies: 13
Views: 1742

Re: Tech Superiority

I'm reminded I once meant to go through the CSC process for designing higher tech versions of lower tech items, with the idea of statting up things meant for trade goods, colonization vehicles, survival kit components and so forth. Got distracted by real life and never got to it, but maybe I'll go b...
by Saladman
Wed Apr 19, 2017 12:32 pm
Forum: Traveller
Topic: Items 1 tech higher
Replies: 19
Views: 2834

Re: Items 1 tech higher

If nothing else, and you think a particular item a player is after could go either way, you can just throw dice at it and ask for a Broker or possibly a Streetwise check to find one.