I think Traveller seems a little but unbalanced in it's PC characteristics - at least compared to more modern games. Characters are adequately detailed in their physical capabilities, fairly well covered in terms of the mental stats, but very rough as far as social characteristics are concerned.
It seems though that it should be relatively easy to patch in new characteristics in order to fill the gaps. I'm a real fan of the matrix that White Wolf uses for it's Storyteller system, and it seems that this could be applied to Traveller quite easily.
If you're not familiar with the system, it splits stats into three groups of three: Mental, Social and Physical stats, each of which has an 'Power', 'Finesse' and 'Resistance' characteristic.
Applying this to Traveller is actually quite easy, you have :
STR = Physical Power stat.
DEX = Physical Finesse Stat
END = Physical Resistance stat.
So far, that's identical to the Storyteller system..
INT = probably best represents Mental Finesse
EDU = Mental Power fits best
SOC = this is probably best as a measure of Social Power
so it's clear that Traveller is really missing three stats: Mental Resistance (Willpower ?), Social Finesse (Charisma ?) and Social Resistance (this is a bit harder to name - WW uses 'Composure', 'COM').
Clearly, Charisma is already mentioned in Traveller, as the Vargr replacement for SOC. Here, we'd use it in parallel - which means that Vargr would also get a social standing and humans would have Charisma. The distinction is that Vargr clearly base their social strata around CHA rather than SOC, and vice versa for humans. Droyne's and K'kree's Caste is functionally the same as SOC, so I'd treat is as a straight re-naming.
The way I'd handle character advancement is whenever a +1 SOC is awarded, the player can choose which Social stat to place this in. Same for Mental stats when a +1 EDU or INT is received.
So, what's the advantage of this stat design ? Well, it means that you now have a characteristic that directly determines a characters self-control and resistance to manipulation or interrogation (WIL), their infallibility and self-composure (COM). It means that a Vargr character has a better basis for interacting with humans (both share a CHA stat). It also means that you can stat up an arrogant noble (High SOC, low CHA) or a charming drifter (high CHA, low SOC).
Note also that CHA doesn't necessarily mean 'charming'. I'm sure Darth Vader has high CHA - but it's coloured as domineering and overpowering, rather than suave and subtle.
I've not tried this in practise, but in principle I can't see any major problems with it. It doesn't change the physical stats at all, so there's no impact on damage and injury. The only possible side effect is a watering down of SOC as bonuses in character generation could be split between three stats - however, I don't think that's a bad thing as high SOC characters tend to crop up too frequently for my liking anyway.
Thoughts ?
It seems though that it should be relatively easy to patch in new characteristics in order to fill the gaps. I'm a real fan of the matrix that White Wolf uses for it's Storyteller system, and it seems that this could be applied to Traveller quite easily.
If you're not familiar with the system, it splits stats into three groups of three: Mental, Social and Physical stats, each of which has an 'Power', 'Finesse' and 'Resistance' characteristic.
Applying this to Traveller is actually quite easy, you have :
STR = Physical Power stat.
DEX = Physical Finesse Stat
END = Physical Resistance stat.
So far, that's identical to the Storyteller system..
INT = probably best represents Mental Finesse
EDU = Mental Power fits best
SOC = this is probably best as a measure of Social Power
so it's clear that Traveller is really missing three stats: Mental Resistance (Willpower ?), Social Finesse (Charisma ?) and Social Resistance (this is a bit harder to name - WW uses 'Composure', 'COM').
Clearly, Charisma is already mentioned in Traveller, as the Vargr replacement for SOC. Here, we'd use it in parallel - which means that Vargr would also get a social standing and humans would have Charisma. The distinction is that Vargr clearly base their social strata around CHA rather than SOC, and vice versa for humans. Droyne's and K'kree's Caste is functionally the same as SOC, so I'd treat is as a straight re-naming.
The way I'd handle character advancement is whenever a +1 SOC is awarded, the player can choose which Social stat to place this in. Same for Mental stats when a +1 EDU or INT is received.
So, what's the advantage of this stat design ? Well, it means that you now have a characteristic that directly determines a characters self-control and resistance to manipulation or interrogation (WIL), their infallibility and self-composure (COM). It means that a Vargr character has a better basis for interacting with humans (both share a CHA stat). It also means that you can stat up an arrogant noble (High SOC, low CHA) or a charming drifter (high CHA, low SOC).
Note also that CHA doesn't necessarily mean 'charming'. I'm sure Darth Vader has high CHA - but it's coloured as domineering and overpowering, rather than suave and subtle.
I've not tried this in practise, but in principle I can't see any major problems with it. It doesn't change the physical stats at all, so there's no impact on damage and injury. The only possible side effect is a watering down of SOC as bonuses in character generation could be split between three stats - however, I don't think that's a bad thing as high SOC characters tend to crop up too frequently for my liking anyway.
Thoughts ?