Core Rulebook Crew Question 1 Medics

Long-term medical care can be assisted by the presence of a Medic-0, to take care of basic activities such as changing bandages and sheets, and preparing bed baths etc. But for anything more intensive, involving surgery, you'd need the trained medics then.
 
A Paramedic takes roughly 15 months of training. This includes classroom and clinical training, for a total 1400 hours. An EMT takes roughly 4 months but only 120 hours. Where as a Nurse takes approx 2 years of classroom and clinical.

As a paramedic I really don't feel that an emt is really close in skill level to a paramedic or nurse. They learn basic first aid and cpr. The ability to splint, immobilize, and bind wounds. The only drug they can give on their own is oxygen. Where as a paramedic can insert intravenous needles, place a tube in someone's throat (to assist in breathing), and shock a pt to restimulate their heart. And finally they have a list of drugs they can administer, ususally without calling a doctor before hand.

In game terms, I would give an emt, medic-0 and a paramedic/nurse a medic-1. This is going with medic-2 being a doctor (which the rules implies).
 
Evening PDT cbrunish,

Thank you for the reply and adding more information to the classifications
for the probable medic skill levels. Also, thank you for providing the
services of Paramedic.

One of the issues with Traveller character skill levels, in my opinion, is
that a majority of them are usually only vaguely defined.

My first aid training as a boy scout took probably 2 weeks and the
refresher course taken during boot camp was three or four days. Every
year we went through CPR training and an hour or two spent on
basic first aid. If I were a Traveller character from your information I'd
me a Medic minus 1 if an EMT is a Medic-0 since I can't even administer
oxygen.

From the information provided I'm thinking that the implied Medic-2
for a doctor is too low considering they have to go to school for a
minimum of 4 years and then intern for a couple of more years. Unless
the person is fresh out of medical school, which means a Nurse and
paramedic should be bumped up a level.

Again thank you for the reply and for providing a valuable service to
the community as a first responder.
 
The limitations of using D6 imply fairly large ranges for skills knowledge and experience...

And not so good when calculating experience (since it takes quite some time to advance)...

A character can be a veteran of several combat situations, and still be no better off when it comes to rolling for success... (even marginally as in other game systems).

This is one fundamental aspect of Traveller I never really liked - the simplicity is nice, but it lacks some in character development over the short time spaces usually applied.
 
BP said:
This is one fundamental aspect of Traveller I never really liked - the simplicity is nice, but it lacks some in character development over the short time spaces usually applied.

Well OTOH I have never been that interested in those constantly improving characters in other RPG's. D&D being prime example. I rather LIKE that as far as skills goes we get pretty much ready character from character creation and changes happens through personality, contacts and wealth.

For me the scale is just perfect. Not too simplifistic and not too detailed. I like quick&fast rules.
 
Hello BP,

Thank you for the reply and pointing out that in some D6 RPG rule sets
that there are frequently a large area covered for particular skills,
knowledge, and experience. Which can result in taking a long time to
advance in levels.

D&D, at least as I remember from the late 1977, was fairly easy to
gain expirence, skill, and knowledge provided you survived the
adventure. Of course I think the last time I played AD&D was like
1978 before I discovered the LBB set at the local game store. :wink:

Have a good rest of the day.
 
Hey tneva82,

For the most part I agree that Traveller has a more advanced
character at the outset than D&D, however a skill set should increase
at a faster rate when used on a regular basis. In D&D I have to agree
that skill growth is probably to fast, but then I found that my characters
had a short life span. :wink:

Thanks for the reply and have a good rest of the day.
 
OK, some general thoughts about character progression and experience.

(This is basically similar to how I handle all my old Traveller games with characters, actually with most RPG's cause I have never liked, poof you gain a level and get new skills, magic, stats, etc.)

I don't believe that once you complete character generation (Traveller) that the character stops learning.
I also don't believe in Power Munchin.

So, with that in mind here is the basic way to grow (advance in games)

First, the character must be doing something over the course of time, like a job, dedicated hobby, school, etc. For Traveller, that is a period of one year.
Second, the character (player) must declare what skills (or knowledge) that they are trying to learn, improve or devote time to.
Third, over the course of play and in that one year, the character must have devoted time and effort toward that skill (or knowledge).

Then depending on play and how much time was spent over the year, the player either gains a new skill at level 0 (zero) or 1.
Or may increase a known skill by 1 level.
Or the player may roll versus appropriate stat to determine increase (depends on amount of time and current skill level).

More than one skill can be done this way during a year. Each additional skill (or knowledge) attempted during the same year adds the following modifiers

Primary skill declared +2 difficulty
Secondary skill declared +4 difficulty
Third plus skill declared +6 AND +2 to each skill roll for each skill attempted
Ie, 3 skills attempted in 1 year, Primary skill is now a +4 difficulty, secondary +6, third skill +8
Ie, 4 skills attempted in 1 year, Primary skill is now a +6 difficulty, secondary +8, third skill +10, fourth skill attempted +10

I usually have the player roll under their stat including modifiers


For example:
In a nutshell, it is easier for a character that has Nav skill, who also is the primary Navigator for a ship over the course of the year, actively applies their skill (ie makes some rolls) and/or does something above normal with that skill (helping a mission achieve greater success, plotting all courses to compare them to the computer, attempts to teach or teaches the skill to someone, etc) They will probably gain one level in Nav skill (this assuming that they already have the Skill Navigation (Nav)

If the same character only does what is needed as the Nav, using their Nav skill only when required, they will probably get to roll for the possibility of a skill increase with their current Nav skill as a negative modifier (and/or possibly other modifiers). (Ie it is hard to learn something new when you already know so much about it)


Another example:
A character decides to take up a hobby (or continue a hobby) and they actively, daily use or employ that hobby they will probably get a roll versus the appropriate stat with either positive or negative modifiers to determine if they get to increase that hobby skill. Most hobby skills are either no level or level 0 and some are level 1. If a hobby skill becomes level 2 they are no longer considered a hobby and are treated like an ordinary skill.

A character that only occasionaly uses a hobby skill, will get a negative modifier to a stat roll if they attempt to increase the said skill.

(Note: you can replace the word hobby with a level 0 skill if the player wishes to actively learn a new skill that they don't have.)


Another example:
CrossTraining, if required due to job requirements (like most small ships require crew to learn or be knowledgable in at least one other ship skill), time and effort can be used to learn a new skill.
The character again must actively take part (OJT, On the Job Training) regularly to learn make a roll for that new skill.

Another example:
School, Basically use the school/college text out of the book. Kind of boring to RPG but it is possible. It is also possible to do just what the book requires if you are wanting to advance that character some in the middle of play. They go to school, the world and the other characters carry on, maybe to met again later.



So, as a rehash;

A character (player) must declare what skill(s) wanting to learn/increase.
The character must actively spend game time doing or attempting to do (or learn about) that declared skill (knowledge).
After some time (usually a years period or a college year) the character can attempt to prove/show that they have improved or learned something new (ie make a roll for it).


Dave Chase
 
Nice system Dave - thanks for sharing.

I can say I decidedly don't care for the new 'Learning New Skills' [Core pg 59] which ignores experience completely and seems kind of backwards... (the more of any skill levels you have acquired the harder it is for you to learn?).

The old CT system was a bit slow and cumbersome (read - too realistic).

And to be fair the old D&D system treated magic experience like traveller would buying upgraded tech ('learning' a spell being a lot easier than say learning how to be a doctor).
 
I started role-playing with Basic D&D then went into AD&D. When I started with Traveller (Starter Traveller), I simply loved the game! But I had a serious problem with the lack of experience point system and increasing skill levels. After playing Shadowrun, I thought why not put that system into something like Traveller. Might work.

But saying that, I noticed that when ever anyone plays a system which increases levels after adventuring the person seems to want that adventure to end so they can increase their character (yes, even me :oops: ). It's easy to get greedy and want your character to improve fast. This seems to happen even when you start the character at a higher level. One time we started a Conan campaign at 3rd level but I noticed some of the players could not wait to get to 4th to get the single ability increase.

With Traveller, you just adventure. Period.

On another note, thanks to for the support on working as a paramedic. It's not the best paying job but it is a fulfilling job. :)
 
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