Characteristic Modifiers bonus beyond 15 ???

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e24ohm
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Characteristic Modifiers bonus beyond 15 ???

Postby e24ohm » Tue Mar 01, 2011 3:24 am

Folks:
I just got my Traveller book and I want to play a K'kree. I get to roll 3d6 for strength and Endurance; however, I am having a hard time with my results.

I rolled a 18, but the Characteristic chart on page 6 only goes up to 15 with has a bonus of +3. Does the Characteristic Modifiers progress as the followed?

Characteristic Dice Modifier
15 = +3
16 = +4
17 = +5
18 = +6
19 = +7

Are these in addition, to any bonus given by augmentation?

Thanks

Cheers mates!!!
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barnest2
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Postby barnest2 » Tue Mar 01, 2011 3:30 am

It should be:
15, 16, 17: +3
18, 19, 20: +4
21, 22, 23: +5

Thats assuming it follows the same conventions as the rest

These modifiers are in addition to augmentations, yes
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far-trader
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Re: Characteristic Modifiers bonus beyond 15 ???

Postby far-trader » Tue Mar 01, 2011 3:42 am

:shock:

Yes, that's a good progression (pssst... let the k'kree win this one... maybe it won't pull our arms out of their sockets...)

Seriously though, no, I wouldn't think so.

I'd approach it one of a couple ways myself, off the top of my head:

1) Readjust the bonuses for the changed average. The extra points are just part of the cost of carrying the extra bulk so the bonus is not based on the puny 2D6 humanoid average. So:

Code: Select all

Score   Modifier
  3        -3
 4-5       -2
 6-8       -1
 9-12      +0
13-15      +1
16-17      +2
 18        +3

2) Continue the progression established. So:

Code: Select all

Score   Modifier
 1-2       -2
 3-5       -1
 6-8       +0
 9-11      +1
12-14      +2
15-17      +3
 18        +4

Not sure about the rules for augments, but I can't see an augment boosting beyond the racial maximum.
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Postby Jeraa » Tue Mar 01, 2011 3:45 am

The progression barnest suggested also works with the cargo robot in the core book. Its listed with a 30 strength, with a +8 modifier.
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Postby e24ohm » Tue Mar 01, 2011 4:03 am

[quote="barnest2"]It should be:
15, 16, 17: +3
18, 19, 20: +4
21, 22, 23: +5

Thats assuming it follows the same conventions as the rest

These modifiers are in addition to augmentations, yes[/quote]

Where is this chart? I only have the Traveller Core Rulerbook.
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Postby barnest2 » Tue Mar 01, 2011 4:05 am

Hmm?
There is no actual continuation of the chart. That's just how it should continue if it follows the same pattern beyond 15.
It's as 'correct' an answer as you're going to get, as it properly follows the pattern laid down in the original table.
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Postby e24ohm » Tue Mar 01, 2011 4:06 am

[quote="barnest2"]Hmm?
There is no actual continuation of the chart. That's just how it should continue if it follows the same pattern beyond 15.
It's as 'correct' an answer as you're going to get, as it properly follows the pattern laid down in the original table.[/quote]

Thanks so much mate...
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Re: Characteristic Modifiers bonus beyond 15 ???

Postby GamerDude » Tue Mar 01, 2011 5:06 am

e24ohm wrote:I rolled a 18, but the Characteristic chart on page 6 only goes up to 15 with has a bonus of +3. Does the Characteristic Modifiers progress as the followed?
unless there is some rule in the K'kree material, no characteristic can go over 15.

So 3d6 just pushes it up but that's all I've got.
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Postby Jeraa » Tue Mar 01, 2011 7:04 am

Not true. A unaugmented human has a maximum score of 15. Scores higher than 15 are possible with augmentation, or to other races. (thats on page 6 in my book)

And if you look in the aliens section (page 42) under Notable (Characteristic) it mentions the racial maximum going up.

And on page 95, the cargo robot has a strength of 30.

Edit: The Notable/Weak characteristics for aliens mention changing the maximum scores, but not the Large/small traits. Since a large creature rolls 3d6 instead of 2d6, which can result in a score potentially 6 points higher, I would raise the maximum attribute that much as well. So a unaugmented K'kree can have a maximum of 21 strength. In my opinion, at least.
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Postby e24ohm » Tue Mar 01, 2011 3:46 pm

[quote="Jeraa"]Not true. A unaugmented human has a maximum score of 15. Scores higher than 15 are possible with augmentation, or to other races. (thats on page 6 in my book)

And if you look in the aliens section (page 42) under Notable (Characteristic) it mentions the racial maximum going up.

And on page 95, the cargo robot has a strength of 30.

Edit: The Notable/Weak characteristics for aliens mention changing the maximum scores, but not the Large/small traits. Since a large creature rolls 3d6 instead of 2d6, which can result in a score potentially 6 points higher, I would raise the maximum attribute that much as well. So a unaugmented K'kree can have a maximum of 21 strength. In my opinion, at least.[/quote]

Thanks for pointing the Cargo Robot on page 94-95. I do notice the Strength 30 (+8); however, the book does not show the progression of bonus. The above progression mentioned by Barnest2, would make sense in this case.

Thanks!!!
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Postby Nathan Brazil » Thu Mar 10, 2011 10:24 pm

Matthew had given an semi-official response to this very question in this Rulesmasters thread.

http://www.mongoosepublishing.com/phpBB ... hp?t=43373
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Postby DFW » Fri Mar 11, 2011 12:08 am

msprange wrote:As I said, we have never given an official answer to this, and that is why :) This is something we will be revisiting when the Animal Encounters book comes out.
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Postby Nathan Brazil » Fri Mar 11, 2011 2:47 pm

msprange wrote:An honest answer is that we have never officially stated this. However, for now, you can presume the progression continues.
msprange wrote:As I said, we have never given an official answer to this, and that is why :) This is something we will be revisiting when the Animal Encounters book comes out.
You forgot to mention the ruling as well besides his second reply. Otherwise, rulesmongers, have at it! :D
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Postby Captain Jonah » Fri Mar 11, 2011 10:13 pm

Since humans go +3 above maximum roll it is reasonable to cap your 3D types at 21.

Also a human with tech 14 Battledress has +6 Str which is used for skill checks. Its not that hard for an somewhat stronger than average, but not an Arny look alike, to get to higher than 15.

Bit odd the chart doesn't go higher since it is not hard to go above 15.
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Re: Characteristic Modifiers bonus beyond 15 ???

Postby ShawnDriscoll » Sat Aug 24, 2013 3:45 am

Oops. I don't know how I got in this old thread.
e24ohm wrote:I want to play a K'kree. I get to roll 3d6 for strength and Endurance; however, I am having a hard time with my results.

I rolled a 18, but the Characteristic chart on page 6 only goes up to 15 with has a bonus of +3. Does the Characteristic Modifiers progress as the followed?

Characteristic Dice Modifier
15 = +3
16 = +4
17 = +5
18 = +6
19 = +7

Are these in addition, to any bonus given by augmentation?
Characteristic Modifiers go up 1 point for every third increment in Characteristic value:
15 - 17 = +3
18 - 20 = +4

etc.

No change in Traveller rules needed.
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Re: Characteristic Modifiers bonus beyond 15 ???

Postby JRoss » Sun Aug 25, 2013 12:24 am

On that note, what is the unaugmented maximum of the K'Kree Strength? Human max is 3 more than the maximum initial roll. Would it be 21, then? Or would it be 22, since the K'Kree roll 1.5 times the number of dice that humans roll?
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Re: Characteristic Modifiers bonus beyond 15 ???

Postby ShawnDriscoll » Sun Aug 25, 2013 1:32 am

JRoss wrote:On that note, what is the unaugmented maximum of the K'Kree Strength? Human max is 3 more than the maximum initial roll. Would it be 21, then? Or would it be 22, since the K'Kree roll 1.5 times the number of dice that humans roll?
In Mongooseland, we don't know exactly yet until they come out with a K'Kree module book. The other Alien modules released do state the Characteristic limits compared to baseline humans (up or down). You could "cheat" and look at an Alien module from a previous version of Traveller and use the limits from that.

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