A Few Thoughts on Trade

DFW said:
far-trader said:
What rules are you using? Because low-berth travel really isn't that bad and never has been.

"There is some danger to the passenger – a Medic check
is required upon opening the capsule, applying the passenger’s
Endurance DM to the check."

Assuming a 7 End score and a Medic/1, What is the % chance for failed roll?

I wouldn't presume either of those as acceptable. They may be the reality in some* cases but imo a Medic 2+ should be the required (full Doctor) and only fit specimens should use low berths (End 9+). I also see it as a Routine (DM +2) task unless the equipment is not maintained. And at higher TLs (13+) even better (Easy for DM +4).

And "some danger" imo is more often non-fatal than fatal. The "If failed, the passenger does not survive." hasn't made sense since CT, and makes even less in MgT with its success levels. Maybe on an exceptional failure.

* like Free-Traders who don't mind cutting corners taking desperate passengers with nothing to lose
 
zozotroll said:
Perhaps there is a difference in our MRB, but my book says 8+ for an accurae jump. That is way more than 0%. Particularly as you can only add effect from the Power divert roll.

Owen

I see what the trouble is. You think an inaccurate jump = misjump. No, is simply means that you don't arrive as close to the target as you aimed for. You end up with a day or two extra of in-system travel to your destination. No danger.

A misjump: Roll of 0 or less is dangerous.
 
Guys, you're both right...

0 or less is a misjump...

8+ is an accurate jump...

1-7 is an inaccurate jump, meaning that you just didn't arrive "on the button" but you're still in the same system. A misjump is a serious thing - the 1d6x1d6 parsecs is a merciful misjump... you can get far worse (time for a little GM/Referee payback if your players thought they got on over on you).
 
far-trader said:
I wouldn't presume either of those as acceptable. They may be the reality in some* cases but imo a Medic 2+ should be the required (full Doctor) and only fit specimens should use low berths (End 9+). I also see it as a Routine (DM +2) task unless the equipment is not maintained. And at higher TLs (13+) even better (Easy for DM +4).

I'm talking about MGT RAW. So, an person in average health (7) WITH a doctor ...
That gives us slightly >8 people in 100 die. With a 9 End ~3 in 100.

FAR to deadly for a transport system.
 
Again looking in my RB, you die if yo fail a medic check. Now a medic with 2 skill, +1 from stats, and apassenger with +1 from his end means you only die on snake eyes, or one in 36. which means that if you launch a 747, roughly 10 people come off in bags. I will submt that is unacceptable.

On the scale we normaly move low berths, they only doe rarely, because we dont move them all that often or that many at a time, so in game the risk is OK, particulary as these low birthers dont even have names. But in the real world 1 in 36 is horrid.
 
far-trader said:
DFW said:
far-trader said:
What rules are you using? Because low-berth travel really isn't that bad and never has been.

"There is some danger to the passenger – a Medic check
is required upon opening the capsule, applying the passenger’s
Endurance DM to the check."

Assuming a 7 End score and a Medic/1, What is the % chance for failed roll?

I wouldn't presume either of those as acceptable. They may be the reality in some* cases but imo a Medic 2+ should be the required (full Doctor) and only fit specimens should use low berths (End 9+). I also see it as a Routine (DM +2) task unless the equipment is not maintained. And at higher TLs (13+) even better (Easy for DM +4).

And "some danger" imo is more often non-fatal than fatal. The "If failed, the passenger does not survive." hasn't made sense since CT, and makes even less in MgT with its success levels. Maybe on an exceptional failure.

* like Free-Traders who don't mind cutting corners taking desperate passengers with nothing to lose

I guess the human(oid) body wasn't made to freeze...

I agree that the higher TL should make things a little safer, but to be honest, I can understand it. I would sooner see a "Make a Medic roll with a DM of -4 to save them" or something to make it highly likely that they'll die - after all, their brain functions have been frozen too, so the medic might be able to save them. On the other hand, they are desperate people using a desperate means of transport. I dispute the END 9+ idea though - more likely to be unfit rather than fit, being poorer... the richer people tend to be more healthy and they'll be staying in cabins.

I guess you might also allow medical equipment to help bring low-berths out safely too - adding a positive DM to the roll just for being there.
 
Nope not upset here... as you might tell from the sick joke (about the Low Berth Lottery, if you didn't get it), I'm in a good mood here... :)
 
zozotroll said:
But in the real world 1 in 36 is horrid.
It only means that when you ship 5,000 colonists to their new home
in low berths, the first task for the 4,862 survivors will probably be
to dig a mass grave for their 138 fellows who did not make it. :twisted:
 
I would look so much smarter if I could type for so poop.

I am a player in the game rather than the GM. The GM loves misjumps, so no matter what modifiers, a roll of 1-1 makes a misjump. He told us at the start.

We dont carry low berths. Or any other passengers. In many old games about 1 out of 2 or 3 pssengers was a hijascker. So I have a passenger phobia.

Owen
 
zozotroll said:
I would look so much smarter if I could type for so poop.

I am a player in the game rather than the GM. The GM loves misjumps, so no matter what modifiers, a roll of 1-1 makes a misjump. He told us at the start.

We dont carry low berths. Or any other passengers. In many old games about 1 out of 2 or 3 pssengers was a hijascker. So I have a passenger phobia.

Owen

Sounds like a weird game where, in reality, there are only suicidal people travelling between star systems...
 
Sorry, I did miss the ref to the low lottery. I bet there are no frequent flier programs for low berth.

One thing that happens in most games is that once you push things beyond what the original was meant for, the system breaks down. Traveller is different in that you can make adjustments to help out the bits you feel need fixing.
 
DFW if it wasnt a bit weird, it would not be traveller.

But sailing off into the open ocean in the age of sail was a bit suicidal, so I dont mind to much.
 
zozotroll said:
The GM loves misjumps, so no matter what modifiers, a roll of 1-1 makes a misjump. He told us at the start.
He really loves misjumps. I do not remember how I calculated it, but
according to my notes a starship with an engineer with a skill level of
2 should misjump only once in 1,296 jumps.
 
Apperently outer systems are populated by large numbers of lost relics. Damaged ships, sword world Spec op teams that didnt make it and other such stuff. So misjumps can have a good outcome.

I cant really complain, I am the one that introduced the GM to traveller, and I have used the jump into the outer system to find things before as well. what comes around goes around.

owen
 
DFW said:
zozotroll said:
I am a player in the game rather than the GM. The GM loves misjumps, so no matter what modifiers, a roll of 1-1 makes a misjump. He told us at the start.

We dont carry low berths. Or any other passengers. In many old games about 1 out of 2 or 3 pssengers was a hijascker. So I have a passenger phobia.

Owen

Sounds like a weird game where, in reality, there are only suicidal people travelling between star systems...

Nah, it's just the old dichotomy of do the rules apply/inform the reality of the universe or do they simply apply/inform the narrow subset of 'adventurers' (or even more specifcally player characters).

Player Characters experience more misjumps than reality permits, because they are a source of adventure. The rest of the universe almost never experiences misjumps.

Player Characters witness more lowberth deaths because it is a source of conflict leading to adventure. The rest of the universe almost never experiences lowberth deaths in normal operation.

Player Characters wheel-and-deal extremes (40% to 400%) because they have a knack for finding trouble. The rest of the universe makes much more sense economically.

etc. ad nauseum pirates, hijackers, runaways, stowaways, abandoned ships...

...the rest of the universe is boring :)
 
I will stick with he space opera. I have one mor or less boring life to live as it is, I dont need a second one as a hobby.
 
Angry mob at edge of landing pad shouting and waving fists. Local mob leader to newly arrived Travellers.

"Oi you lot, git off our planet. We don't want your sort here. Damn troublemakers"

Traveller captain to mob leader. " We don't cause trouble, we are just here to trade and maybe do the odd adventure".

Mob leader. "Trouble follows you lot around, git off our world".

Traveller captain. "Nonsense, we are peacefull and.... Wait what is that siren going off in the distance. That voice on the speakers, did they just say your primary power plant is going into overload?"

Traveller number 2. "Hey captain, sensors just detected a ship jumping in right on the 100D limit, its that corsair we fought a month ago"

Off in the distance a fire breaks out in a warhouse full of fireworks.

Mob leader starts crying :lol:
 
Back
Top