Which doesn't sit well with me, nor should it sit well with anyone who's taken a math exam. But people get weird when I say there should be a mechanism for uncertain tasks.I believe that for Jump it is only the Astrogator that rolls till they succeed
I used to check my answers in physics exams (always got confused with converting between the various SI units). We always did rough orders of magnitude back of a fag packet double checks. In chemistry we did the same titration a number of times until we got several results close enough together. In maths there is generally several ways to approach a problem. If I had time I'd try a completely different technique with the same numbers. Same answer you are golden, different answer triple check.Which doesn't sit well with me, nor should it sit well with anyone who's taken a math exam. But people get weird when I say there should be a mechanism for uncertain tasks.
I wouldn't say it offends me as much as it doesn't make sense. Using your examples - fail at the climb, the result is obvious. Missing the shot - again result is obvious. Re-trying the rumors roll - sure, but not on the same person. Fail the astrogation check - how do you know other than the roll failed? Even "double checking your work" may or may not help you catch it ... so what's the result if not a bad jump like for engineering? And why shouldn't the engineer get another chance? Why wouldn't it be that it just takes more time for them to trigger the jump because something just doesn't feel/sound right?The chance to re-roll is not unique to Astrogation. If you fail any roll you can have another go. Most of the time you simply waste time (that you might not have). Some skills will have a negative effect if you fail such as the engineering check to jump, that is a one shot, you either succeed and jump or you fail and misjump to some degree. If you are trying to climb a low wall and fail you can have another go, if you try to climb a cliff and fail you might fall to your death. You can make multiple attempts to shoot someone, each costs a bullet etc.
If it offends you, you could always apply the effects of the previous roll as a negative modifier to the new roll or simply introduce a negative consequence of failing the roll, or introduce a house rule that if you get an effect -6 you have failed so badly that you cannot recover. However with an easy skill check it is hard to justify a serious negative impact with an effect that might only be -1.
It annoyed one of my players that they could make several attempts to gather rumours at a party (every 1D hours) , but got only one and done roll to graduate after 4 years at university.
Skill checks are advised when one of 4 conditions apply:
• The Travellers are in danger, - not on the routine journey out to the jump point.
• The task is especially difficult or hazardous - the task is specifically Easy and not hazardous (though a badly botched roll might make it so).
• The Travellers are under the pressure of time - not usually.
• Success or failure is especially important or interesting. - This should not apply unless specific circumstances require it and not for something where failure is a one in a million chance.
If being chased by pirates and you choose to have another go then there will be a consequence (presumably the pirates get closer or maybe get some shots off), that doesn't mean that you deny the player the option to take that consequence.
I wouldn't not roll if failure was possible, even as a remote chance as if you don't then you reduce a remote chance to no chance. Do that and players will learn to cut corners assuming there is no consequence. If the players can get the skill check down to the point failure is impossible but it is still part of a task chain they could fail then we'll still roll it (it takes a few seconds and is usually in the boring part of the trip anyway so it won't break the flow of the narrative). If they choose to try again after failing then usually there will be some inter-character banter which isn't a bad thing. If they choose to risk it and end up failing the chain then there will be plenty of intercharacter banter and adventure.
Astrogation is such a niche skill you need to roll it every chance you get![]()
Correct, but it all compounds. If it's a hasty jump within 100D (which was the scenario I suggested), it does make a difference as to what degree of success the Astrogator got, and if the Engineer gets a +1, +2 or +3 from the Astrogation task.That's still pretty much down to your Engineer. Other than the time factor, none of those things actually affect the Astrogator's roll. You want to make a J2 in 1d6 minutes (aka one space combat round)? "Average" 8+ roll that is only a DRM for your Engineer. For a rather rare circumstance that would be just as exciting without an astrogation roll because that player could be making a Sensor Ops roll to stop missiles or break a targeting lock and the Engineer player is still making the "please don't explode" roll.
I can imagine a situation when any skill might actually be important. It doesn't make it useful to make that a mandatory character role. And it doesn't make the structure of the Astrogation skill well done just because I can imagine a time when it might be interesting to use.
There needs to be a steward if there are middle passengers as well. But roleplaying and story opportunities for Stewards should only feature if that is interesting to your players and referee, sometimes you just want to get on with getting to the site of the next adventure. Sessions that focus on only one player's character can get tedious for everyone else.If your ship takes high passengers, which is not a requirement of a PC ship. But if you do carry passengers, the steward will be doing a lot of roleplaying and story events related to passengers.
Consistency? Perish the thought!Here is another example of Traveller not keeping it's charts the same from book to book.
This is from page 179 of the FFW book.
View attachment 5164
The failure here is in trying to rank the grouped professions. I get that they all use the Medic skill, but the AOC modifier is skewed trying to differentiate the professions rather than the NPC's skill level within that profession.Here is another example of Traveller not keeping it's charts the same from book to book.
This is from page 179 of the FFW book.
View attachment 5164
Should be based on skill + ability. That just makes sense. Who will do a better job the guy with 1+1 or the guy with 1+2? Both have skill/1, but the second guy will consistently do a better job.The failure here is in trying to rank the grouped professions. I get that they all use the Medic skill, but the AOC modifier is skewed trying to differentiate the professions rather than the NPC's skill level within that profession.
Ummm... The AOC is skill + ability, so it covers the first part of your issue. The second part is certification. Do you know that you do not technically have to go to law school to become a lawyer? You just have to pass the bar exam. You are confusing ability with certification. They are not the same thing. Ability is universal, certification depends on bureaucracy.Trying to explain equivalents without addressing the skill check is also rather flawed. If we assume a Professional is level 1, they should be making their skill checks regularly. The usual check for a Paramedic in game terms will be first aid. That is an average check. A usual check for a Nurse is probably the long term care check which is... an average check. The check to treat poison or disease, which should be the realm of the Doctor is... an average check. The check to conduct surgery, the domain of the Surgeon, the most esteemed medical professional is... an average check. There is no difference in the skill requirement for these very different tasks that are traditionally the domain of very different professionals.
The whole argument is flawed in trying to explain real-world professional qualifications which have many different factors into terms of a single skill level. In reality the difference between someone who has a workplace first aid certificate and a consultant surgeon is not just their Medic Skill. The surgeon has to have attended specialised education for many years and we can assume their EDU needs to be higher than average if nothing else. The task they conduct is also intrinsically more complex on average than bandaging someone up or treating shock. The trouble is that if you make the surgery task much more difficult then even qualified surgeons will fail regularly. In reality first aid and surgery should be separate skills, but then you will end up with skills bloat. You could maybe do it with specialisations, but that can quickly get out of hand (like Science).
You have a very narrow definition of what a Traveller is. You seem to think that they are all drifters. Never seen a disgraced doctor or a doctor without borders? Are the people who summit Everest not usually professional people instead gadflies? Also, paid by results? Have you never been out in the real world? What do you think malpractice insurance is for? It is because professionals screw up too... So, to say that professionals shouldn't be subject to a die roll is just ridiculous. Statistically is it between 3% and 15%. That is well within what is possible to simulate with 2d6Of course explaining NPCs using the same simplistic terms required by PCs isn't really necessary. You could do this by making the Profession skill a uniquely NPC skill and then assigning "Profession(Surgeon)". PCs should never be professionals as by definition they are gad-abouts. The effects of a professionals actions also shouldn't be subject to a dice roll anyway. They are paid by results and have the equipment, support and skills to stack the odds in their favour. In real-life surgeons make mistakes and people die, but statistically it is far below the level we can simulate with a 2d6 roll.