Egil Skallagrimsson
Mongoose
Answers in order of the questions;ShawnDriscoll said:Funny how players will error on the side that benefits them.Egil Skallagrimsson said:I can't see any problem with "Gun combat 0" being transferrable to all gun combat specialisms.
I wouldn't let a Pilot 0 near my capital ship. I think you are playing Traveller as a video game.Egil Skallagrimsson said:"Pilot 0" is a bit more tricky, but if we accept it as basic skill in handling a space craft, it is not unreasonable to extend that to capital ships or small craft, the principles should be the same.
I hope you're not assigning 4s and 5s to all your specialty skills.Egil Skallagrimsson said:The good thing about the speciality skills is it allows some characters to be very effective as certain things
See Vargr book.Egil Skallagrimsson said:In MgT there isn't such a skill as "science"
1. Use the same criteria whether GMing or playing.
2. Basic principles are basic principles, normally your capital ship will have a very experienced capital ship pilot, because these are expensive bits of kit, however, in an emergency, Ordinary Spaceman Jenkins with his pilot 0 can keep an eye on things. That's why all naval personal have some degree of pilot skill.
3. No, we operate an unofficial cap of specialist skills at 4 anyway, but, in practice, few characters end up with 3 or 4, and those which do are pretty useless at anything else (like my barbarian with "large blade 3", but almost nothing else, ended up getting shot).
4. Yes, I have always seen that as a piece of carelessness, and treated it as meaning "any science (characters choice)".