Hi there! I've been running a Traveller campaign for a few months now and although I am pretty confident in the basic aspects of the rules (Update 2022 version), there are some grey areas to me that I am still struggling with. Some of these cases might be just me misunderstanding or missing out on something while other might depend more on Referee's ruling. Glad if you can help me out with any of these.
(for context: I already watched many Traveller videos on Youtube, including Seth Skorkowski's amazing review series.)
1.1. First Aid. The book says First Aid can only be applied successfully "once", but is that "once" until the character is restored to full health or "once" per wound? Say a Jack takes part in two different combat situations, in the first one he takes a 5 points of damage and Morn applies first aid on him and restores 3 points. Hours later, Jack gets hurt again taking 7 points of damage this time. Can Morn apply another Fist Aid on him?
1.2. Medical Care. You need to roll Medic Skill for that, right? Otherwise I can't make any sense on how to apply the penalty for a higher TL implant. What happens if the roll is failed?
1.3. Medical Care. Isn't that too cheap? Why charge it monthly and not daily? I was thinking even if the Traveller has lots of characteristic points to recover more often than not, they will come out of the hospital way sooner than a month (I know that low TL hospitals can have some difficulty with high TL implants). A Medic with Skill 1 could heal 10 Characteristic points in less than 2 weeks. Should I divide the monthly cost by 28 and then multiply it for the number of days they actually spent in the hospital or should I charge at least one month?
1.4. Medical Care (Slow Drug). How does this work in terms of rules? Should I roll Medic Skill until patient is at full health (see question 2)? How's the billing for that if they just spent 1 day in hospital? Should I just charge 1 day + Slow Drug or should I charge how long they'd be in hospital plus the Slow Drug?
1.5. Fast Drug. How long can it stabilize the character that needs surgery? Does 60:1 means they can wait up to 2 months before natural healing (just the END DM)? How easy is it to apply a dose in a patient? How easy is it to obtain? Can I buy it in a pharmacy?
2.1. Distances. The book says we should use 2m/square or 2m/hex grid but not all distances are divisible by 2, be them character movement (like 3m for rough terrain) or weapon range (5m for the Body Pistol). How do you deal with that? The easiest way I thought was using 1m squares/hexes, but then I thought maps would be to big for the weapon ranges to be meaningful. Do you "round up" the odd numbers to the next even number? i.e. 3m would be represented by 2 squares/hexes?
2.2. Laser Sight. Page 74 Common Modifier table states that the +1 laser sight bonus is only applied if you are aiming, while the laser sight description on page 135 says it provides "DM+1 to any attack made at less than 50 metres". Which one is correct?
2.3. Blast trait. Is it radius or diameter? How to represent a 9m blast on a 2m square/hex grid?
3.1. Expert programs. Does the scaling make sense? If using an Expert program a Traveller may make a skill check with Bandwith-1 and if they already have the skill it just adds DM+1 to that check, then a Traveller with skill level 0 would have the same benefit if they used an Expert/1 software or Expert/2 software, right? Why would them pay Cr100,000 instead of Cr10,000 if the effect is the same?
3.2. Intelligent Weapons. What is the practical application of this?
4.1. Combat Modes. If the ships are fighting in standard ship combat range and come close enough to each other for it to become a dogfight, how does it work? What happens to Sensor Lock? Is its bonus still on? If so, then is there a way to break the lock with Electronic Warfare? Does the Beam/Pulse laser DM bonuses still apply? Does the short range DM still apply?
4.2. Boarding Action. Why is it described under regular space combat rules with six-minute rounds if it can only happen at dogfighting distance? Does the defending ship only get 1 reaction sandcaster shot against the boarding party? How long does it take for the boarding party actually enter the ship and what can be done while they are still trying to open the airlock?
4.3. Buying old ships. Are quirks like damaged hull and thrusters or chemically tainted cargo bay fixable? How to justify reduced or doubled maintenance costs? If not, what is the in-world explanation for this? If they are, isn't it extremely advantageous to buy a used ship? I mean, the least amount of discount you're gonna get is MCr2 which is a little over Cr8k monthly cost.
4.4. Selling the Traveller's ship. Should I apply the same discount amount according to the ship's age, even considering there are no quirks? Can a broker skill roll get a better price? If so, how would you rule that?
4.5. Probe Drones. Can the probe drones be layed out in a specific way that they can cover more distance being able to operate a drone further than Medium range? Can they be used to improve sensor target distance and gain more detail, like providing full details at medium distance?
4.6. Hull repair costs. 1ton of spare parts per lost hull damage is too much isn't it? 10 points of damage would cost MCr1 to fix which can be way more than fixing a critical hit to the power plant. Does it scale down with Effect like the critical hit repairs?
4.7. Critical hit costs. "The Effect of the check determines how many spare parts are required, minus the Severity of the critical hit." - what does this mean? Should I subtract the severity of the critical hit from the Effect? If so, this means that fixing a Severity 6 critical hit would apply a DM-6 to the Engineer/Mechanic roll, which kinda feels too much.
4.8. Crew Salaries. There are some discrepancies between the salaries shown on pages 154 and 182, which one should I consider? Also, if the Traveller's want to hire one of these professionals for job that will take less than 1 month, how much should they pay? Should they pay a full month salary or divide the salary per 28 and multiply by the number of days necessary? What if they would like to contract an Engineer to fix their ship after a combat?
(for context: I already watched many Traveller videos on Youtube, including Seth Skorkowski's amazing review series.)
1. HEALING
1.1. First Aid. The book says First Aid can only be applied successfully "once", but is that "once" until the character is restored to full health or "once" per wound? Say a Jack takes part in two different combat situations, in the first one he takes a 5 points of damage and Morn applies first aid on him and restores 3 points. Hours later, Jack gets hurt again taking 7 points of damage this time. Can Morn apply another Fist Aid on him?
1.2. Medical Care. You need to roll Medic Skill for that, right? Otherwise I can't make any sense on how to apply the penalty for a higher TL implant. What happens if the roll is failed?
1.3. Medical Care. Isn't that too cheap? Why charge it monthly and not daily? I was thinking even if the Traveller has lots of characteristic points to recover more often than not, they will come out of the hospital way sooner than a month (I know that low TL hospitals can have some difficulty with high TL implants). A Medic with Skill 1 could heal 10 Characteristic points in less than 2 weeks. Should I divide the monthly cost by 28 and then multiply it for the number of days they actually spent in the hospital or should I charge at least one month?
1.4. Medical Care (Slow Drug). How does this work in terms of rules? Should I roll Medic Skill until patient is at full health (see question 2)? How's the billing for that if they just spent 1 day in hospital? Should I just charge 1 day + Slow Drug or should I charge how long they'd be in hospital plus the Slow Drug?
1.5. Fast Drug. How long can it stabilize the character that needs surgery? Does 60:1 means they can wait up to 2 months before natural healing (just the END DM)? How easy is it to apply a dose in a patient? How easy is it to obtain? Can I buy it in a pharmacy?
2. COMBAT
2.1. Distances. The book says we should use 2m/square or 2m/hex grid but not all distances are divisible by 2, be them character movement (like 3m for rough terrain) or weapon range (5m for the Body Pistol). How do you deal with that? The easiest way I thought was using 1m squares/hexes, but then I thought maps would be to big for the weapon ranges to be meaningful. Do you "round up" the odd numbers to the next even number? i.e. 3m would be represented by 2 squares/hexes?
2.2. Laser Sight. Page 74 Common Modifier table states that the +1 laser sight bonus is only applied if you are aiming, while the laser sight description on page 135 says it provides "DM+1 to any attack made at less than 50 metres". Which one is correct?
2.3. Blast trait. Is it radius or diameter? How to represent a 9m blast on a 2m square/hex grid?
3. COMPUTERS
3.1. Expert programs. Does the scaling make sense? If using an Expert program a Traveller may make a skill check with Bandwith-1 and if they already have the skill it just adds DM+1 to that check, then a Traveller with skill level 0 would have the same benefit if they used an Expert/1 software or Expert/2 software, right? Why would them pay Cr100,000 instead of Cr10,000 if the effect is the same?
3.2. Intelligent Weapons. What is the practical application of this?
4. SHIPS
4.1. Combat Modes. If the ships are fighting in standard ship combat range and come close enough to each other for it to become a dogfight, how does it work? What happens to Sensor Lock? Is its bonus still on? If so, then is there a way to break the lock with Electronic Warfare? Does the Beam/Pulse laser DM bonuses still apply? Does the short range DM still apply?
4.2. Boarding Action. Why is it described under regular space combat rules with six-minute rounds if it can only happen at dogfighting distance? Does the defending ship only get 1 reaction sandcaster shot against the boarding party? How long does it take for the boarding party actually enter the ship and what can be done while they are still trying to open the airlock?
4.3. Buying old ships. Are quirks like damaged hull and thrusters or chemically tainted cargo bay fixable? How to justify reduced or doubled maintenance costs? If not, what is the in-world explanation for this? If they are, isn't it extremely advantageous to buy a used ship? I mean, the least amount of discount you're gonna get is MCr2 which is a little over Cr8k monthly cost.
4.4. Selling the Traveller's ship. Should I apply the same discount amount according to the ship's age, even considering there are no quirks? Can a broker skill roll get a better price? If so, how would you rule that?
4.5. Probe Drones. Can the probe drones be layed out in a specific way that they can cover more distance being able to operate a drone further than Medium range? Can they be used to improve sensor target distance and gain more detail, like providing full details at medium distance?
4.6. Hull repair costs. 1ton of spare parts per lost hull damage is too much isn't it? 10 points of damage would cost MCr1 to fix which can be way more than fixing a critical hit to the power plant. Does it scale down with Effect like the critical hit repairs?
4.7. Critical hit costs. "The Effect of the check determines how many spare parts are required, minus the Severity of the critical hit." - what does this mean? Should I subtract the severity of the critical hit from the Effect? If so, this means that fixing a Severity 6 critical hit would apply a DM-6 to the Engineer/Mechanic roll, which kinda feels too much.
4.8. Crew Salaries. There are some discrepancies between the salaries shown on pages 154 and 182, which one should I consider? Also, if the Traveller's want to hire one of these professionals for job that will take less than 1 month, how much should they pay? Should they pay a full month salary or divide the salary per 28 and multiply by the number of days necessary? What if they would like to contract an Engineer to fix their ship after a combat?