MasterGwydion
Emperor Mongoose
Maybe they simply just count the NPC as using a default roll of 7 and then add his bonus on top of it. Not sure.Yep. I like the idea of an opposed check. That fits better with every other skill vs skill situation.
Maybe they simply just count the NPC as using a default roll of 7 and then add his bonus on top of it. Not sure.Yep. I like the idea of an opposed check. That fits better with every other skill vs skill situation.
If you count the INT DM. Which it doesn't say to do. And with an opposed check, it certainly would count, so the mechanics would need a bit of fine-tuning to avoid ridiculous results and a year-long path to billionaire status.6 is easy to hit. Broker/3, Attribute +2, Expert software +1
Edit: Just for reference. Rolling a 12 for INT at character generation is a 2.77% chance. An IQ score of 129 is a score in the 98th percentile. So an INT of 12 is basically someone with a 129 IQ to whatever INT 13 is. This is also only the born intelligence. It doesn't account for a +1 INT for professional experience or any other such things. INT 12 + Broker/4 + Expert Software = +7 mod to the Broker check. Any Class-A or B starport should have at least one.
I thought the rules for Traveller skill checks were always Skill + Stat. Am I wrong? You can have ability checks with no Skill, but I did not know that you could have Skill Checks with no ability. That seems extremely counter-intuitive.If you count the INT DM. Which it doesn't say to do. And with an opposed check, it certainly would count, so the mechanics would need a bit of fine-tuning to avoid ridiculous results and a year-long path to billionaire status.
Remember. High SOC is not just nobility. Check out the Dilettante Book. MGP3834. It has the rules for what a high SOC could mean, other than nobility. Like the Kardashians or Elon Musk or Steven Tyler, Elvis, The Beatles, Tom Brady, Messi, Michael Jordan, etc.As for whether someone with an IQ 130 (which by definition is two standard deviations from the middle) is really INT 12, or whether that only counts for Travellers, it's hard to say. That logic, applied to the whole population and for SOC and 1:12 would be a Knight or more, which seems excessive. So while the dice might roll that way, a real population sample could be closer to (4D6)/2 which makes those 12s closer to (okay exactly equal to) 1: 1296, and even then, does a small city/town/suburb of 50,000 really have 38 1/2 Barons?
We tend to have Our adventures in the week spent in port. Sometimes they run over, but no big deal. Broker handles the trades of what the PCs brought with them and handles the trades to buy what they want before they leave.The whole trade dynamic probably needs a very careful look, but it's very easy to turn the Trade game into a money-making machine, if all you do is trade. But the game isn't called Trader. Other events intervene - and I'm not suggesting the Referee randomly cause havoc to balance the, um balance sheet, but adventures take place, bad things do happen, and markets will adapt to very unequal conditions.
Yeah. None of the rules currently in Traveller explain how long-distance trade can even exist, but by the setting, it does. So, some rules simple, easy to understand rules for that would be handy.<tangent>
The way the Trade system is set up is based on short distance trade, and applying it even to the trade routes in PoD is a bit problematic. The longer you keep cargo in your hold, the more opportunity cost for short-term gains you give up and the higher your expenses get. For a ten-jump trade route to be profitable, there had better be a lot more than a few percent gain. If you look at early trading trips by the Portuguese to India, for instance, the return on a single voyage was more than enough to pay for the ship and crew, and that was an era where you might loose half your ships and half of the crew on the surviving ships in just one round trip.
I agree with this. The math seems to work.I suspect if you built and ran a computerized trade module based on the current Trade system what you would would see as profitable would be local routes within a subsector-wide region. Goods would stop moving after a couple of jumps because if you're making money on trade, by the time you get to the second port, the amount the broker paid for your goods would mean that he couldn't sell it to the next guy. But that's just a thought experiment with no math, so I could be wrong.
Silly Aslan and their drug habits! (spice habits) lolBut that also means that the Aslan at Tlaiowaha would pay a really lot for dust spice from Romar, 12 jumps at jump-3 away.
</tangent>
But it's not a skill check, it's a roll. Yes, pedantic, but it's not even a 2D roll, but a 3D roll and there is no 'success' number or Effect so it's notI thought the rules for Traveller skill checks were always Skill + Stat. Am I wrong? You can have ability checks with no Skill, but I did not know that you could have Skill Checks with no ability. That seems extremely counter-intuitive.
38 1/2 big shots still seems like too many at 50,000. At 100,000 you might have a half dozen or so 'families' with really high status, but you would have to apply the SOC to the whole multi-generational family. And of the examples you give (even if they're not all Americans so the pool is more like half a billion) that's not a lot of celebrities among 300+ million people (and not sure Steven Tyler qualifies at the same level as the rest - unless they're Dukes and he's just a Marquis, but I don't want to wander off on a tangent of a tangent - as in what does that make Liv?). Maybe that wasn't the best example, but my point was that the distribution for Travellers may be a wider bell curve than that of the population as a whole. Yes, I know it goes against the 'average smuck' paradigm, but anyway.Remember. High SOC is not just nobility. Check out the Dilettante Book. MGP3834. It has the rules for what a high SOC could mean, other than nobility. Like the Kardashians or Elon Musk or Steven Tyler, Elvis, The Beatles, Tom Brady, Messi, Michael Jordan, etc.
Well that's just dumb. Wouldn't a higher INT be a benefit to setting the price of an item? Or SOC depending on how you do it? Just make it a skill check that happens to be 3D6+ instead of 2D6+.But it's not a skill check, it's a roll. Yes, pedantic, but it's not even a 2D roll, but a 3D roll and there is no 'success' number or Effect so it's notan answer in the form of a questiona roll in the form of a skill check.
Yeah, but if Travellers are not average schmucks then why are they not built different than NPCs in D&D? PCs do not get different skills or stats than NPCs. Even the local shopkeeper has a "PC Class", Citizen. In Traveller their class or their stats are not what makes them exceptional. There actions make them exceptional. That and an under-developed sense of self-preservation. lol That is one of the things I love about Traveller. We are just a bunch of regular people. The skills vary. The money and equipment vary. (including cybernetics and genetic mods). They are all still people and just as fragile.38 1/2 big shots still seems like too many at 50,000. At 100,000 you might have a half dozen or so 'families' with really high status, but you would have to apply the SOC to the whole multi-generational family. And of the examples you give (even if they're not all Americans so the pool is more like half a billion) that's not a lot of celebrities among 300+ million people (and not sure Steven Tyler qualifies at the same level as the rest - unless they're Dukes and he's just a Marquis, but I don't want to wander off on a tangent of a tangent - as in what does that make Liv?). Maybe that wasn't the best example, but my point was that the distribution for Travellers may be a wider bell curve than that of the population as a whole. Yes, I know it goes against the 'average smuck' paradigm, but anyway.
I figure 8 is the average number of a no-name Broker/0 with no skill and no stat. I say 8, because average on a 3D is 10.5. I round down to 10, then minus the skill of the opposing broker, which the book says is 2 (usually) So average score of 8. That is 100% on the Purchase Price column. Personally, I think an 8 should be closer to 110 or 115% on the Purchase Price and an 85 or 90% on the Sale Price side. (I moved to 100% Sale Price to 8, so the percentage is always the same for the number rolled. If you roll a total 8, buying or selling, it is 100%And one last thing before I go off and do what I'm supposed to be doing tonight:
The way it is now has a couple of advantages over an opposed check scenario:
1. It's a single roll on a chart that has a lot of rows, whereas an opposed skill check only deals with brokers, and then the net Effect would be applied to the 3D table with the DMs for the trade codes. That's three rolls.
2. It prevents very wide swings from things like a Smart Broker 4 with a computer rolling a 12 + 4 +2 +1 = 19, while the average smuck rolls a 2 + 2 +0 = 4 and pushes a net DM +15 onto the 3D table.
Not saying it's prefect as is, but messing with the system too much might not produce useful results.
Broker's DMs: Four types of brokers are available to assist in the sale of goods
once delivered to a world. Each must be paid his fee even if the seller decides not to
sell his goods. Broker's fees are related to their general worth; 5% of sale price for
each +1 to the resale die throw. Thus, a +4 broker receives a 20% commission for
determining the best resale price around. A broker DM may never be higher than +4.
Only one broker may assist with a sale.
Where is that in MgT2?CT LBB2 77 edition (and every other)
Note that "even if the seller decides not to sell his goods" section. If the +4 from the Broker still only gets you to say 70% because of a bad roll (and you roll after hiring the Broker) you either sell at 70% and make a 50% loss (30% loss + the Brokers 20%) or just pay the 20% and keep the goods.CT LBB2 77 edition (and every other)
Every other CT edition.Where is that in MgT2?
I am confused. I thought we were discussing Mongoose Traveller.Every other CT edition.
I like this idea in concept.You were, but it is often useful to see how it was meant to be applied.
Broker was never intended to be a PC skill. Too have indepth knowledge of the trade requirements of a world means you spend all your time on that world.
If a PC is to have it then it should be tied to a world:
Broker 1 (Regina)
The nature of intersteller communication is such that any market knowledg you have about an adjcaent world is a week out of date, any goos you ship outbound are a forntight out of date.
When I wrote up my Factor career (a factor being a trade agent for a megacorpration, world government, or noble house) I granted access to the Broker skill, but with the limitation that it was reduced by 1 for each jump away from world of origin. Brokers know local trade.
When they do the bigger merchants supplement that has to be somewhere in the future, they need to cover Imperial trade at the megacorp level as well, even if only giving some information that we can use for high level games. Cover all this and more.The big issue with the Trade system is that it is actually functioning a expected: as a adjunct to a campaign or a footnote in a planet's overall economy. It doesn't even model the Imperium well, because if you look at your returns and costs, I'm not sure there is very much on the list worth transporting more than a subsector, let alone further, like a route to Florian Space.
If you look at historical trade empires: A Portuguese Armada fleet, on its 2-3 round trip would make enough money to toss away the ships. A single treasure galleon lost at sea would screw up the Spanish economy for a year. That's the sort of trade that builds long routes, and there isn't a mechanism for it.
As for whether its an 'infinite money machine' - that's what compound interest is in theory. Not always real life, but you can become a millionaire by patiently running a 7-11 for a few decades - unless you get shot in a robbery, but that's... hey, we need a Trade Events table.
The 'expert' that made Far Trader had some good concepts, but the worst in there was an... income tax. Now how the heck go you game that without a Profession (accountant) roll? What's deductible? Whose 4000+ page tax code are you using? That's why all I threw into WBH was a tariff rate, because we know how to model those in game terms.*
I guess my point is: don't overthink it. It's a tool in the sandbox (Wait, is that where I put my tools? And what is that cat doing in there?). A little harder in a solo campaign without it being more rigorous, but that's actually a place where random events like the punks robbing the store make sense to add. And the Corrupt Trade Officials table, the OMG The Warehouse Flooded! table. And the Hey, I Just Cornered the Market on Beanbag Chairs table.
*Not to be considered an endorsement or commentary on any present political-economic controversy, just pointing out that it's easy to take a percentage off the gross selling price and call it good from a game perspective.