Recent content by jlcatch

  1. J

    V3-Ship Design

    Actually, if I read the personal computer rules correctly, there wouldn't need to be a pilot or a gunner. For 13KCr at TL12, you can have a personal computer running Intellect/1 and Expert/2. The skills you need are:- pilot, astronavigator, comms, sensors, mechanic, engineer(might as well have...
  2. J

    Mongoose Traveller Stats Are Too Powerful

    I don't know if this is the right place to bring it up, but all this discussion about stats devaluing skills echoes concerns I have about the current computer rules. As the rules stand, there is a strong in-setting incentive for employers not to waste money training people in high-tech cultures...
  3. J

    Missing Rules/Explanations

    Yes, I know that (although there is a lot of doubt as to the actual statistics in combat - the most famous survey from WW2 has apparently turned out to be faked to match the anecdotal evidence), but I wasn't referring to the willingness to shoot at someone so much as the presence of mind to...
  4. J

    Missing Rules/Explanations

    Actually, this does lead directly to something which bothers me about combat - no stress on the part of the characters. All characters are equally calm and collected, whether they be a 20-year veteran of the Army or Marines or a scholar who has never seen a shot fired in anger. Accounts I have...
  5. J

    V2.0 Rules Clarifications Thread

    Ah, yes, I missed that too. What threw me was the V1 doc said much the same thing, and more (about related skills) at the beginning of the skills section - and now it doesn't. It just says 'If a skill has specialities, then a character should pick which speciality his levels in the skill apply...
  6. J

    V2.0 Rules Clarifications Thread

    The related skills rules have all disappeared in the V2 playtest rules. Is this intentional ? I ask because with the breakdown of Engineer into so many specialities and the plethora of other skills used in starship operations, it is now *almost* impossible for a small ship to have a properly...
  7. J

    V1.0 Rules Clarifications Thread

    I have a question on benefits. The second paragraph on p.28 of character creation implies that if a survival roll is failed, then a character gets *no* benefits from the career (which seems *very* harsh to me). The Merchants mishap table has entry 2 'You are bankrupted by a rival. You lose any...
  8. J

    Character Generation Tests

    I think the 'Cost Of Ship' column only represents the price if paid in cash. If you are acquiring a ship through shares, the cost is *much* higher - rather like the difference between buying something cash or on HP in real life. The table is broken for Scout Ships and Seekers though. The Share...
  9. J

    Re-Enlistment Options

    I like it too, although I think both the 'out on natural 2' and 'forced reenlistment on natural 12' rules should always apply. As outlined, you have a 97% chance of reenlisting for 2 terms, 87% for 3, 72% for 4, 52% for 5, 30% for 6, 13% for 7 and 4% for 8. If a natural 2 is an automatic fail...
  10. J

    Announcing: The Open Playtest!

    You beat me to it ! That was one of the comments I had after re-reading, cogitating and trying to generate characters. Also :- In the Events tables, there are a lot of entries calling for a Skill roll. None of these specify a task or state what characteristic modifies these. Does this mean...
  11. J

    Announcing: The Open Playtest!

    Just reading atm. Not much to add to what has already been said yet except for one point :- Learning new skills - time required is a multiple of the target skill level. So, how long does it take to acquire a brand new skill at level 0 ? Also, a suggestion re JOT - what if only the higher of...
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