Answers in order of the questions;ShawnDriscoll wrote:Funny how players will error on the side that benefits them.Egil Skallagrimsson wrote:I can't see any problem with "Gun combat 0" being transferrable to all gun combat specialisms.I wouldn't let a Pilot 0 near my capital ship. I think you are playing Traveller as a video game.Egil Skallagrimsson wrote:"Pilot 0" is a bit more tricky, but if we accept it as basic skill in handling a space craft, it is not unreasonable to extend that to capital ships or small craft, the principles should be the same.I hope you're not assigning 4s and 5s to all your specialty skills.Egil Skallagrimsson wrote:The good thing about the speciality skills is it allows some characters to be very effective as certain thingsSee Vargr book.Egil Skallagrimsson wrote:In MgT there isn't such a skill as "science"
1. Use the same criteria whether GMing or playing.
2. Basic principles are basic principles, normally your capital ship will have a very experienced capital ship pilot, because these are expensive bits of kit, however, in an emergency, Ordinary Spaceman Jenkins with his pilot 0 can keep an eye on things. That's why all naval personal have some degree of pilot skill.
3. No, we operate an unofficial cap of specialist skills at 4 anyway, but, in practice, few characters end up with 3 or 4, and those which do are pretty useless at anything else (like my barbarian with "large blade 3", but almost nothing else, ended up getting shot).
4. Yes, I have always seen that as a piece of carelessness, and treated it as meaning "any science (characters choice)".