What to do when Corebook and CSC contradict each other.

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RogerMc
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What to do when Corebook and CSC contradict each other.

Postby RogerMc » Thu Mar 22, 2018 8:15 pm

Corebook (Feb 2018 download) page 101

SKILL AUGMENTATION (TL12)

The Traveller’s nervous system is rewired to
be more suited to a particular task. A pilot
might have his reflexes and sense of balance
improved; a broker might be made capable of
controlling his pupil responses and smelling
pheromones and skin salinity of others. A skill
augmentation gives the Traveller DM+1 when
using that specific skill. A character can only
have one Skill Augmentation, and must initially
possess that skill at least at level 0 to benefit
from the augmentation
.

Skill Augmentation Skill TL 12 Cost Cr50,000


CSC page 92

SKILL AUGMENTATION

The Traveller’s nervous system is rewired to be more suited to
a particular task. A pilot might have his reflexes and sense of
balance improved, for example, while a broker might be made
capable of controlling his pupil responses and smelling alien
pheromones and skin salinity. A skill augmentation grants the
Traveller DM+1 when using that specific skill. A Traveller may
have three different skill augmentations at any one time
.

Skill Augmentation TL 12 Cost Cr150,000 [incidentally life would be easier for those of us with crappy middle-aged eyes if you either consistently used MCr or KCr for costs or put commas in your thousands]

A quite important change: the Corebook skill augmentation qualifies as a combat implant benefit within the TL 12 and Cr 50,000 limits but you can only have one and only if you already have that skill anyway - the CSC skill augmentation costs three times as much and so can't be a benefit and you can have 3 in any skill you like (although a CSC Neural Link-13 plus a Wafer Jack and a bunch of expert programs would give a similar benefit at much less cost and without as much major invasive surgery to rewire your entire nervous system).

So which is correct?
paltrysum
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Re: What to do when Corebook and CSC contradict each other.

Postby paltrysum » Thu Mar 22, 2018 8:37 pm

I would go with the CSC since it was published later.
My published Traveller adventures on DriveThruRPG:
https://www.drivethrurpg.com/browse.php ... %20Griffen
arcador
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Re: What to do when Corebook and CSC contradict each other.

Postby arcador » Thu Mar 22, 2018 8:45 pm

Thinking about it, the CSC grants +1 DM when using that skill. It doesn't grant +1 skill.

So, in effect, if the traveller has no skill, he will still suffer -3 to the check, but will have +1 DM.

But it's just easier to assume he needs at least 0 skill level to benefit.
Infojunky
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Re: What to do when Corebook and CSC contradict each other.

Postby Infojunky » Thu Mar 22, 2018 9:31 pm

The answer is simple, pick the one that fits your game.
Evyn
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Re: What to do when Corebook and CSC contradict each other.

Postby SSWarlock » Thu Mar 22, 2018 9:55 pm

paltrysum wrote:
Thu Mar 22, 2018 8:37 pm
I would go with the CSC since it was published later.
Agreed. Go with the later publication.
Sir Dhaven Hevelin, IOD, Baronet of Fulacin
Owner/Captain - S.S. Warlock

Playing Traveller/RQ/D&D since 1977
RogerMc
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Re: What to do when Corebook and CSC contradict each other.

Postby RogerMc » Thu Mar 22, 2018 10:24 pm

Generally I think implants are under-priced so will go with CSC.

Good point that it gives a +1 DM but not Skill-1 so actually you need at least Skill-0.
ShawnDriscoll
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Re: What to do when Corebook and CSC contradict each other.

Postby ShawnDriscoll » Fri Mar 23, 2018 2:35 am

Doesn't the CSC book mention at the beginning that it replaces Core book rules? That's usually how Traveller goes with later books.
msprange
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Re: What to do when Corebook and CSC contradict each other.

Postby msprange » Fri Mar 23, 2018 9:36 am

Go with CSC - while it was written alongside the core book, it was published later so we had the opportunity to go in and tweak a few things post-core rulebook.
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