Highly skilled characters - or the lack thereof

Gee4orce

Mongoose
This one is as old as Traveller itself, so stop me if you've heard it before....

It's really hard to generate highly skilled characters using the normal character generation rules. I attempted to generate a 'professor' type character, expert in Xeno-Archaeology, but even pushing him out to 10 terms of service as an Scientist scholar, I still only ever managed to attain skill 3 in Archaeology !

I think a five point scale for skills is perfect (it fits will real-world skill theory for instance), but it must be possible for someone to actually attain that skill level. I imagine this guy did pretty much nothing else for 40-odd years, but he managed to just make mid-range skill levels. He had one other skill at level 2, half a dozen more at 1, and about the same at 0.

I was wondering how unbalancing it would be to increase the number of skills a character receives ? I was thinking, in addition to the random rolls for each term of service, the character also gets 1 skill rank in any skill chosen by the player from that service's skill table. That would give my character above another 10 skill ranks to pick and choose, pretty much guaranteeing him a 5 in his chosen field, and a few other high ranked skills to go with it.
 
Its probably quite easy to get level 3 you use the skill pick option or point buy option which I think are on page 40 of TMB. I don't use random rolls as I don't see the point in playing charcters that don't fit your concept, I do use random generation when I'm rolling characters for fun though. The addition of a special duty roll similar to Megatraveller might help.

I don't think it would be that unbalancing to add your extra skill.
 
try this as a variant.
Instead of rolling once every 4 years on the event table, roll for every 2 years, or even for every year. Much busier background, wider variety of skills and what not.

Don't forget the connection rule, it can get you the finishing touch your looking for.
 
Charakan said:
Its probably quite easy to get if you use the skill pick option or point buy option which I think are on page 40 of TMB. I don't use random roles as I don't see the point in playing charcters that don't fit your concept, I do use random generation when I'm rolling charcters for fun though.

This right here.

During chargen we don't roll for skills in our group, we pick skills. It is already unrealistic enough having so few skills on a character, but to roll them as well? nah.

-V
 
I let my players pick their first skill in a term, make them roll for the Advancement skill and give a bonus skill that they choose each term. Plus events, this makes for more skilled characters. I also like the idea of two events per term.
 
Yeah, I'm not sure how much MGT changed the balance of this but Skill-3 should be pretty much "highly skilled". It was in previous editions. Representing at least a full college grad degree (Skill-2) plus experience. That should be enough to qualify for your Professor of Xeno-biology. Extra levels beyond that should be increasingly rare. If you make it easier for anyone to have higher levels all you've done is move the marker of commonality. Now your "rare" gifted characters need Skill-8+ to stand out from the crowd and you've discovered skill inflation.

What is this "real-world skill theory" you mentioned? Sounds Newage mumbo jumbo :)

But yeah, if the levels bug you, use a point buy or choice creation system. The fault* lies in the random generation.

* feature imo, it's meant to prod the imagination, not stifle it... so your long tenured professor emeritus of XB never made it big, never got that break that would see them hailed as an expert in the field, bet that made them bitter and eager to prove that on their own (in play) they can finally show those stuffed shirts just how good they are (for example)
 
It's probably my CT upbringing showing again, but I don't see anything at all wrong with skill level 1 and 2 being the usual for adventurers. After all, a Doctor (level 4) has spent his whole career doing nothing but learning medicine. How many Travellers can say that?

In MgT, I let players roll their skill dice, but then pick which of the tables they want to apply it on after they know the result. (Yes, I know that's backwards). That gives them some input beyond "Gonna work on advanced education stuff this 4 years", but still keeps things random. I also generally encourage any skills gained through promotion to come from the Assignment table (commissioned may choose officer or advanced edu as well).
 
It's not hard to get to level 3 in a skill in only a few terms. First of all, put all your skill rolls into the table that has the skill you want - you'll get at least 1 try per term, and probably more. You really only need to roll it once. Then use the Connections rule to give yourself another 2 ranks in the skill. Bingo - rank 3 skill.
Unless it's Jack of All Trades, since you can't use Connections to bring that up.
 
Gee4orce said:
This one is as old as Traveller itself, so stop me if you've heard it before....

It's really hard to generate highly skilled characters using the normal character generation rules. I attempted to generate a 'professor' type character, expert in Xeno-Archaeology, but even pushing him out to 10 terms of service as an Scientist scholar, I still only ever managed to attain skill 3 in Archaeology !

Well, Medical 2 is the equivalent of a Doctorate in Medicine. So, Archaeology 3 would be a PhD + experience. So, you DID make a professor type that is an expert in his field.
 
This is more CT but using the Medicine skill as a point of reference

Medicine -0 = First Aid
Medicine -1 = Paramedic, Enrolled Nurse or Medical Therapist
Medicine -2 = Career Paramedic, Career Therapist, Registered Nurse, MD Intern or a Masters of Medicine
Medicine -3 = MD, Nurse Practitioner or PHD of Medicine.

Have to check my Books but doing a Graduate School Education Term on a success gives you Speciality Skill -2 and a 3+ or 4+ roll to make it -3.

But I don't know if MGT allows you to take University and Graduate School Terms before entering normal Careers.
 
Sir Brad said:
Medicine -0 = First Aid
Medicine -1 = Paramedic, Enrolled Nurse or Medical Therapist
Medicine -2 = Career Paramedic, Career Therapist, Registered Nurse, MD Intern or a Masters of Medicine
Medicine -3 = MD, Nurse Practitioner or PHD of Medicine.

In MGT, Med-2 is an M.D.
 
hdan said:
In MgT, I let players roll their skill dice, but then pick which of the tables they want to apply it on after they know the result. (Yes, I know that's backwards). That gives them some input beyond "Gonna work on advanced education stuff this 4 years", but still keeps things random.

I do the same. It sounds a bit odd, but it works well in practice.
 
So a Skill -2 is Masters + Other Specialist Training or PHD level skill.

What's Skill -1 Professional or Highly Trained Professional?

You go from dude (Skill -0) to Dude (Skill -1) to The Man (Skill -2+) fairly bloody quick. If I ever start using my MGT books & PDF's for more than Fluff and a source of House Rules I may have to house rule in the CT Level equivalences.
 
Sir Brad said:
So a Skill -2 is Masters + Other Specialist Training or PHD level skill.

Yes. So the OP got more than what he wanted with skill level 3.

Skill 1 is the equivalent of a Masters. Eng - 0 would be a 4 year, Eng -1 Masters. According to the rules about Med - 2 being an M.D. (~8 years)
 
DFW said:
Sir Brad said:
So a Skill -2 is Masters + Other Specialist Training or PHD level skill.

Yes. So the OP got more than what he wanted with skill level 3.

Skill 1 is the equivalent of a Masters. Eng - 0 would be a 4 year, Eng -1 Masters. According to the rules about Med - 2 being an M.D. (~8 years)

I don't think that can be right. You can get Engineer 0 at age 18 as a background skill. Engineer 1 would be a Bachelor's degree or equivalent, Engineer 2 would be postgraduate training and experience (Masters or PhD)
 
iainjcoleman said:
I don't think that can be right. You can get Engineer 0 at age 18 as a background skill. Engineer 1 would be a Bachelor's degree or equivalent, Engineer 2 would be postgraduate training and experience (Masters or PhD)

Yep, sounds more plausible.
 
I haven't puled out my book, but I am pretty sure in the Mongoose Trav example about this, a Med 3 is equivalent to being a Surgeon, which is beyond being an MD. So MD would be a 2, which is 8 years, there is no "doctor" at 1 or 0, so those ranks would show a character at an EMT or Paramedic period of their career goals of becoming a doctor.

So a rank 3 is pretty much a highly knowledgeable expert within their field. Add in attribute modifiers and the rolls reflect that expertise pretty well.
 
Agreed. Skill-3 very high for Traveller. One thing to remember is that Traveller emphasizes that Player Characters are Ordinary Joes who have abandoned the comfort of a steady paycheck for life among the Stars...it also means that ordinary people can climb to greatness and become heroes.

Hence, the whole take on Traveller is be all you can be...which a while ago...there was a thread here or COTI that featured the recruiting ads of different armed forces...and that is Traveller. The military vibe is balanced by the need for Trade & Profit (merchant mandate). And, the love of humanity (/sentient sophonts) amongst the civilian careers.

So when you assemble a party, it is important that no one skill dominates but you will still have your Fighters (aka Marine), Clerics (aka Medic) and Magic Users (better known as the Techies) but equally, your party may have the religious nut, the Rock Star, the Thief, or the Spoiled Brat. YTU may vary but the fundamental thing is that players are themselves, as well as someone else - it is this simplicity that has made Traveller very playable over the years.
 
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