Now I get your point.

Ha! Ok. When I say Gun Combat, I'm probably talking literally about just the boring all-in-one Gun Combat skill. In my games, Gun Combat does not exist on anyone's character sheet. Players can make up what gun(s) they are skilled in if they add a Gun Combat skill, and I'll assign them damage rolls and ranges and tech-levels if they're not sure what those would be.-Daniel- wrote:Ok, I see where the miscommunication came from. Gun Combat (Slug Pistol)-5 is possible but not Gun Combat-5.
Now I get your point.
And yet you claim to play Mongoose Traveller?Shaun of the Dross wrote:Ha! Ok. When I say Gun Combat, I'm probably talking literally about just the boring all-in-one Gun Combat skill. In my games, Gun Combat does not exist on anyone's character sheet. Players can make up what gun(s) they are skilled in, and I'll assign them damage rolls and ranges and tech-levels if they're not sure what those would be.
I don't use every rule from it. Did I mention I don't use initiative or combat rounds either? I'm a firm believer that 11,000 worlds would have more than just 5 gun types available. I like how Mongoose 2nd edition will handle the guns much better. More freedom for the players, and not be locked into "pick from one of these guns only". More role-play and less rule-play. I prefer my players to role-play out of the box, rather than stick to using only what the rules say and follow only those rules (with all their rule limits) while role-play is kicked to the curb as it is in so many other Traveller games. So many, it isn't funny. I don't want to add more new players to that non-game-playing style.hiro wrote:And yet you claim to play Mongoose Traveller?
Damn, I'm feeding the troll
It means your characters will have higher stats (obviously). The effects on game play will be roughly:-Daniel- wrote:I was asked by my players about using a "3d6 drop the lowest" process rather than the standard 2d6. If we do, I realize it will skew the average higher. Before I allow it, I was looking for input from anyone who has already done so.
Did it have a major or minor impact on the game? Did it even matter in the end? Is this more a "feel good" move?
I suspect the real impact is more one of perception rather than real impact, but I would like to hear from others.
If they actually justified it like that, I would have accepted itCosmicGamer wrote:Got in a bar brawl with the wrong person and had to leave town quick on a merchant ship which had to make some hasty repairs to the drives and shoot it's way past the offended locals ship trying to prevent your departure.vladthemad wrote:Things like "We met in a bar and I learned how to shoot turrets and he learned how to run the drives" have been put forward.
Well of course! That's part of the game, and real life. You aren't going to succeed very often at something you have no idea how to do. That's why there's a -3DM for untrained skills, and why the jack of all trades skill can be so powerful. It's also why the DM bonuses you get from attributes can be a bigger factor than many people realize...especially if you have high INT or EDU.ShawnDriscoll wrote: Characters won't have all skills though. And the skills they do have won't apply in every situation. Your players are ok with making skill checks for skills they don't have, right?
I mean with specialization obviously, as well as with the other skills I noted.ShawnDriscoll wrote:I don't think Gun Combat 5 is possible. It's been awhile since I used that skill though in games.
And soon it will be whatever the referee declares specializations to be.vladthemad wrote:Also, to those that are talking about specializations for gun combat in particular, Mongoose changed it to just two in Merc 2nd edition after a lot of feedback from players. The only specializations for Gun Combat now are Slug and Energy. Check page 8 for details.
And for those who do not own Merc 2 and don't elect to use the optional rules from Merc 2 what are they?vladthemad wrote: Also, to those that are talking about specializations for gun combat in particular, Mongoose changed it to just two in Merc 2nd edition after a lot of feedback from players. The only specializations for Gun Combat now are Slug and Energy. Check page 8 for details.
Hasn't it always been that way? Game rules are what the Referee says they are at their table.ShawnDriscoll wrote:And soon it will be whatever the referee declares specializations to be.vladthemad wrote:Also, to those that are talking about specializations for gun combat in particular, Mongoose changed it to just two in Merc 2nd edition after a lot of feedback from players. The only specializations for Gun Combat now are Slug and Energy. Check page 8 for details.
I don't have Mercenary 2nd Edition. Barely use mercenary careers. But in 1st Edition, Slug Carbines and Zero-G Weapons were added Gun Combat specialties.-Daniel- wrote:And for those who do not own Merc 2 and don't elect to use the optional rules from Merc 2 what are they?
I like my rules to be more "in general" than "these are your only options". That way I can add stuff to a game setting (if not just make my own game setting) without breaking the mechanic. I guess it has something to do with the writing style of the game designer. Some people like Marc Miller's style of writing where he repeats the same rules over a couple times in the same book, and they're still hard to find. Those LBBs would be half their page count without the duplicates.-Daniel- wrote:Hasn't it always been that way? Game rules are what the Referee says they are at their table.
According to the latest (assuming 2nd edition hasn't dropped yet!) revision of the core rule book, the specialties are slug rifle, slug pistol, shotgun, energy rifle, and energy pistol-Daniel- wrote:And for those who do not own Merc 2 and don't elect to use the optional rules from Merc 2 what are they?vladthemad wrote: Also, to those that are talking about specializations for gun combat in particular, Mongoose changed it to just two in Merc 2nd edition after a lot of feedback from players. The only specializations for Gun Combat now are Slug and Energy. Check page 8 for details.
Nope, not all of the systems suggested get the players Stats higher than the old CT roll in order.haveahappy wrote:All this faffing around so players can have stats a point or two higher
Maybe it is player vision or the adventures need, such as player characters needing the skills and "resume" to fill different crew positions. Something other than 100% random is needed by many playgroups. With Mongoose, the simple assign the 6 rolls to the characteristics as wanted gives the players character the edge needed to help enable them to go down the path desired.-Daniel- wrote:Keep in mind, all this "faffling" is so the player feels they have some control in what path to take without abandoning the random character path system we all know and love.
Yep, that is why it is listed as my favorite method.CosmicGamer wrote: With Mongoose, the simple assign the 6 rolls to the characteristics as wanted gives the players character the edge needed to help enable them to go down the path desired.
That's what packages are for at the end of chargen.CosmicGamer wrote:Maybe it is player vision or the adventures need, such as player characters needing the skills and "resume" to fill different crew positions. Something other than 100% random is needed by many playgroups.
That is also one of the reasons I believe the connections need to remain "select any skill". It is one of the few places a Character can have a direct impact on their skills received.ShawnDriscoll wrote:That's what packages are for at the end of chargen.CosmicGamer wrote:Maybe it is player vision or the adventures need, such as player characters needing the skills and "resume" to fill different crew positions. Something other than 100% random is needed by many playgroups.
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