Egil Skallagrimsson
Mongoose
ShawnDriscoll said:DickTurpin said:Wow, that demonstrates a huge misunderstanding of both the Trade skill and what I have been saying in this thread. There is no such thing as a Trade skill that helps you find bargains when shopping neighborhood stores. The Trade skills are all specialized, as you said, but they deal with earning a living. The only reason it was mentioned was to show that learning a skill with specializations gives access to all that skill's specializations at level 0. It seems that we have agreed on that point all along.
I never said it would even give you anything higher than a level 0 in other specializations, so you disagreeing with me made it seem like you disagreed that all specializations are learned when you first learn a skill. It's good to know we are actually in agreement on that issue.
I'm looking at Trade again in the book... hang on... (I been posting in so many forums about this topic lately, maybe I cross connected wires somewhere). Ok, Trade 0 is not the same skill type as Trade(specialty). It's not even a lower skill version of Trade(specialty).
So Trade 0 does not auto-get you Trade(All) 0. Trade 0 means you are able to clean toilets, flip burgers. You've had a part-time job here and there. Trade 1 means you can live on your own. Trade 2 means you're a self-employed handyman. You do your own buying/selling (for parts/labor). Not investing/loaning, which is for Broker. Trade is not wallstreet. But Broker is. Trade is not swap meets either. It's not retail work. Broker is. Trade is not a merchant thing.
Trade(Any) 0 means you work in a specific trade, guild, union, etc. You're like a contractor. Higher-up Trade skill levels get you more control of the everyday workings of your factory. You may be a ship armor supplier or a jump drive manufacturer at level 4+.
Wil Mireu said:That actually seems to contradict the "Basic Training" section that follows it - I think what it should do is list all the Basic Training skills in the tables specifically as "0", then say "on subsequent careers you can pick one skill from there at level 0". That makes it clearer that you can never get a Basic Training skill at a level above 0 - you can only do that with skills in the other tables.
First career: Grab all the Service Skills at Level 0 for Basic Training
Next Career: Grab only one of the Service Skills at Level 0 for Basic Training
When rolling for skills during a career (not Basic Training), you can pick the Service Skills Table for your roll and grab up that skill at Level 1 if you don't have it already. Otherwise, it's gained at Level 2 or whatever.
Getting a Gun Combat(Any) during Boot Camp is not the same as getting Gun Combat 0. It would be listed as simply Gun Combat if that were the case. No one gets -3 DM removed from all their guns because they went to Boot Camp. That's the Min/Max brain talking.
ADDED:
I'm looking at character sheets I've made in the past. I mostly see Trade 0. I'll take it as meaning the character is a newbie when it comes to working at any job. I don't have any Trade 1 characters. Only the specialties have a Level of 1 or higher.
This morning I started getting rid of the random generic skills from Traveller. Just the specialty skills are acquired. I'm swapping out the background skills with specialty ones.
How do people treat Pilot 0? I'm getting rid of it. These generic Level 0 skills are just legacy code from Classic Traveller anyway (Min/Max players will try to grab up any and all of such skills, in addition to specialty skills). It just sounds dumb if a character says that they went to Space Camp for the summer and gained Pilot 0. So they can now pilot a capital ship without suffering a -3 DM. Mongoose Traveller is a great game for playing with just generic skills or with just specialty skills. But not both.
Quite a lot here! In regard to "Trade 0" skill, this is of fairly limited use, but is really there to allow (largely NPC) citizens to build on it to acquire useful skill like joinery of plumbing. Of course, for many PCs these skills are of little value (even Super Mario seems to use his athletics skills a lot more than his plumbing!), but they do provide a useful baseline. In regard to gun combat, I can't see any problem with "Gun combat 0" being transferrable to all gun combat specialisms, "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. The good thing about the speciality skills is it allows some characters to be very effective as certain things, while still allowing a basic competence in useful skills. To think about something which came up in a game yesterday, character A, an ex-military type with gun combat, slug rifle, 2, found himself having to use a laser rifle instead of his beloved ACR, he was less accurate than usual, firing at gun combat 0, however, to go to the other extreme and declare him unskilled, and applying a -3 penalty seems rather unrealistic. Sometimes this can lead to over confidence, a few months ago character B, with pilot (spacecraft) 2, had to try to land a ships boat (i.e. a small craft, so skill at 0) in less than ideal circumstances, and pranged it. If he had been trying to land the Fat Trader, he would have got away with the landing.
Egil