Simple rules clarification

Discuss the Traveller RPG and its many settings
AndrewW
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Re: Simple rules clarification

Postby AndrewW » Sun Feb 12, 2017 4:51 pm

Epicenter wrote:Like in D&D or similar games - the biggest issue in Traveller is if two players end up specializing in the same thing. If you have two pilots, two engineers, two combat types, and so on, comparisons between the two are inevitable and will lead to problems regarding imbalance.
Depends, this may not be a problem. Two engineers could have different specialties. The combat types might be completely different as well, and can both contribute.
Epicenter wrote:Similarly, if you have a 10-term character who has "secondary" skills which are better than someone else's defining ability, there's going to be problems with imbalance making one player feel like they're a fifth wheel.
Maybe, depends on the players this might not even be an issue.
Gimgamgoo
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Re: Simple rules clarification

Postby Gimgamgoo » Sun Feb 12, 2017 5:37 pm

AndrewW wrote:
Epicenter wrote:Similarly, if you have a 10-term character who has "secondary" skills which are better than someone else's defining ability, there's going to be problems with imbalance making one player feel like they're a fifth wheel.
Maybe, depends on the players this might not even be an issue.
I think that would be the case if the ref only ever required one character and one skill check at a time - then the best will get used. I figure a good ref will be having multiple actions and skill checks going on in most crazy situations - requiring multiple players and multiple skills. The group will have to decide who takes on which rather than rely on one uber character.
Hoth GM
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Re: Simple rules clarification

Postby Hoth GM » Sun Feb 12, 2017 5:44 pm

So how about another basic rules question, this one not as solidly set and more up to GM preferences.
In other games where you have awareness, perception, spot, or listen checks it makes those situations pretty clear. What do you guys typically do in Traveller for a player to, for example, hear something shuffling in a container while in the cargo hold, or seeing something suspicious when you're not particularly looking for it (so not really investigation skill).
legozhodani
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Re: Simple rules clarification

Postby legozhodani » Sun Feb 12, 2017 6:14 pm

Always been a gap in traveller. I usually vary the required roll dependant on situation. Sometimes RECCE (RECON), SURVIVAL, TACTICS, INVESTIGATE,INT etc.
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Re: Simple rules clarification

Postby EldritchFire » Sun Feb 12, 2017 6:33 pm

Hoth GM wrote:So how about another basic rules question, this one not as solidly set and more up to GM preferences.
In other games where you have awareness, perception, spot, or listen checks it makes those situations pretty clear. What do you guys typically do in Traveller for a player to, for example, hear something shuffling in a container while in the cargo hold, or seeing something suspicious when you're not particularly looking for it (so not really investigation skill).
That sounds like Recon:

"A Traveller trained in Recon is able to scout out dangers and spot threats, unusual objects or out of place people" (CRB page 68).
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Hoth GM
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Re: Simple rules clarification

Postby Hoth GM » Sun Feb 12, 2017 8:07 pm

EldritchFire wrote:
Hoth GM wrote:So how about another basic rules question, this one not as solidly set and more up to GM preferences.
In other games where you have awareness, perception, spot, or listen checks it makes those situations pretty clear. What do you guys typically do in Traveller for a player to, for example, hear something shuffling in a container while in the cargo hold, or seeing something suspicious when you're not particularly looking for it (so not really investigation skill).
That sounds like Recon:

"A Traveller trained in Recon is able to scout out dangers and spot threats, unusual objects or out of place people" (CRB page 68).
Yeah, I was thinking along those lines, as well as contextual how legozhodani put it. Recon just seemed like very intentional situations. The gap I was having a hard time filling is a character not actively searching picking up on something. I'll try and think of an example. Characters are eating in the lounge area of their ship while at low port and thieves are rummaging through the cargo hold. The crew left the bay doors open and no ship security systems inform them. The miscreants are making a bunch of racket, so you want to determine if anyone hears the suspicious racket while their guard is down, or do they get robbed blind.
legozhodani
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Re: Simple rules clarification

Postby legozhodani » Sun Feb 12, 2017 8:25 pm

In that situation I may go for maybe streetwise (the player is the sort to keep an eye on things like that) .
Solomani666
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Re: Simple rules clarification

Postby Solomani666 » Mon Apr 03, 2017 8:31 pm

Hoth GM wrote:
Wed Feb 08, 2017 9:22 pm
Second is character creation. We ended up deciding it made the most sense that everyone come to an agreement on what term to end creation. One player wanted to do one more term before ending, but we weren't sure how to resolve all the connections everyone made in previous terms or what those players who didn't continue would have been up to those 4 extra years, and with that solution they would still have to roll for aging. If everyone did a different number of terms and started the game at different ages, it seems hard to line up their background stories if they meet in a significant event in term 2, when they're the same age... Or meet in pre-career education and one Traveller does two additional terms past the other.
Basically there's no issue if everyone does the same number of terms, but can players do more or less? This isn't addressed at all in the creation rules, wondering what you all do regarding this, and how you resolve the gap in time.
Thanks!
How about that some of the characters are older that others and started their careers earlier.
just have all the characters muster out at about the same time.

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