Question re Traveller Initiative

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RandomNumber
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Question re Traveller Initiative

Postby RandomNumber » Sat Sep 04, 2021 8:06 am

Hi, I'm reading Mongoose Traveller so I can run/play 2300AD. p.71 in the combat chapter says that for initiative Travellers should make a DEX or INT check. The Effect of this check is their initiative for the combat. The difficulty level isn't stated but I'm guessing is probably Average (8+). If I've understood it correctly the Effect is simply the difference between the total rolled and the target number and the target number is the same for everyone in this context.

So doesn't the initiative rule really just reduce down to roll 2d6, add the highest of either your DEX or INT mods and the highest total goes first? i.e subtracting an arbitrary target number from the total makes no difference because the mechanic is not trying to asses success or failure, simply ordinality.
Last edited by RandomNumber on Sat Sep 04, 2021 8:43 am, edited 1 time in total.
ochd
Banded Mongoose
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Re: Question re Traveller Initiative

Postby ochd » Sat Sep 04, 2021 8:15 am

Yes, I think so. And that is how I have been playing it, as I read the rule incorrectly.
TrippyHippy
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Re: Question re Traveller Initiative

Postby TrippyHippy » Sat Sep 04, 2021 10:22 am

Yes, it does, although the mechanic is kept consistent with the standard skill check by basing it on the effect. This just means that the range is different.

If you roll 2D6 and modify it (up to + or -3) , you get a range of -1 to 15.

If you base it on an Effect with a target number of 8, you get a range of -9 to +7.
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ottarrus
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Re: Question re Traveller Initiative

Postby ottarrus » Sun Sep 05, 2021 5:00 am

TrippyHippy wrote:
Sat Sep 04, 2021 10:22 am
Yes, it does, although the mechanic is kept consistent with the standard skill check by basing it on the effect. This just means that the range is different.

If you roll 2D6 and modify it (up to + or -3) , you get a range of -1 to 15.

If you base it on an Effect with a target number of 8, you get a range of -9 to +7.
Plus appropriate Tactics or Leadership skill. That's an important adjustment.
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TrippyHippy
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Re: Question re Traveller Initiative

Postby TrippyHippy » Sun Sep 05, 2021 7:30 am

ottarrus wrote:
Sun Sep 05, 2021 5:00 am

Plus appropriate Tactics or Leadership skill. That's an important adjustment.
Certainly true of Tactics skill, which allows you to add (or subtract on a failed roll) to everybody’s Initiative score with the extra Effect of the roll.

Leadership is a bit different in this current edition as it allows you to give Boons to the rolls of others rather than directly affect Initiative (as it was in previous editions). That said, I guess it could be used to add a Boon to Tactics rolls too.
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RandomNumber
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Re: Question re Traveller Initiative

Postby RandomNumber » Sun Sep 05, 2021 1:09 pm

Just feels a little too random for me. That said, I am coming from an entirely deterministic RQ Strike Rank system. The random element is in the range [2, 12] with minor modification from stats - it would be a fortunate character to have a +2. I'll probably cook up something with a smaller range based on DEX and INT DM, Tactics check Effect and # terms in a military career.

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