Ishmael said:
...Claiming I have no comprehension or understanding of the subject, with only a difference of opinion as evidence, seems a bit presumptuous. ...
Such a claim would be insulting - and I have no intent to insult. Apologies if I came across that way.
You did not comprehend/understand
my points. Different claim - and one for which fault to a greater or lesser extent has to lie with my explanations.
Ishmael said:
BP said:
Point is, I'd rather decide that, than have the dice do it with some attribute or peg a value to something that will situationally vary in meaning. So, yeah, on that we seem to disagree. :|
Funny...I never mentioned dice or any other method of determining the values..only that they exist and what they would refer to. Besides, they could just as easily be assigned based purely on a player's character concept.
Well, attributes have a numeric value, however derived ('peg a value'), but that response reinforces that we disagree on what they 'refer to'. I am referring to Mongoose Traveller and the base characteristics that are applicable to all characters in a setting independent way.
Ishmael said:
...Attribute and trait have the same meaning; the difference between the two is a matter of semantics.
Education is not an ability.
Intelligence is not a personality trait.
Personality strongly influences behavior which has limits put upon it by culture. As a result, it can be incredibly useful to know a character's personality, especially an npc's, in order to be able to estimate the character's behavior in a manner that is consistent. Just remember, personality is not the same as behavior....
I tend to refer to 'characteristics' as attributes (since it avoids another use of 'character') - which seems understood, like in the previous quote. Traits have a different meaning in different games and I specify character traits. Again, what you are talking about is fine, but it is not overall how Traveller characteristics explicitly work. There are some rule mechanics that use ability to influence random aspects, of course, and Ref or Player can choose to use them to determine personality - but, again that is an option, not a part of the rules as written.
Sticking to
game semantics as defined in the rulebooks: The first line under Character Creation -
pg 5 said:
In Traveller, a character's abilities and skills are determined largely by his training and past experience.
Notably - there is no mention of personality traits, behaviors, etc. MgT then goes on to define 'characteristics' as describing 'base mental and physical potential'. I.e. ability.
Thus, Edu represents ability (in the game). MgT defines it as 'A measure of a character's learning and experience.' The rule mechanics use it to affect probability of knowledge based on formal or informal education. It is not a personality trait. It is not species dependent, though some species might have a a greater tendency to be higher or lower (+/- DM and/or min/maxes). Its use doesn't have to be situationally dependent. [ Again - this is as opposed to 'Social Standing' which would be dependent on species and situation (i.e. are you operating in the slums, middle class or upper class areas and in what way!].
The 'base mental and physical
potential' is obviously reflected in the rule mechanics ala the DMs. However, a low Dex doesn't define a PC/NPC as 'clumsy' per se - i.e. a specific personality trait. Only that they are more likely to fail physical tasks involving coordinated movement. They can be roleplayed as clumsy, or not - and still be true to the 'characteristic'. I've know plenty of people I'd qualify as having a low dex - but not clumsy because they simply avoid activities that would show this. Also by moving slower, more deliberately for example - also an option in the rule mechanics. I've also know people who only act clumsy (usually from an insecurity), yet would have a high dex. This behavior is an aspect of their personality - not their ability.
Many RPGs use chargen to define the character's character - i.e. personality and behavior traits. So, Low Dex might be defined as clumsy - in which case that is how the character should be roleplayed. Traveller does not
explicitly do this. Not saying this prevents anyone from doing so - it is just not the design. This is part of what I like about Traveller (CT and Mongoose, haven't played any others).
All the attributes normalize across species,
except Soc. Of the aliens in the OTU, the societies differ quite dramatically. There really is no one metric that would compare them. However, individual ability to interact socially (i.e. manipulate, avoid offense, etc.) can be 'normalized' just like the other attributes.
As to your proposals - rep doesn't normalize well. Ego is a personality characteristic, not an ability.
As stated in the first response to your query - 'Nothing wrong in general with those ideas.' They are used in other RPGs and no reason one couldn't extend 'characteristics' to include things that define a character's personality in order to determine 'behavior in a manner that is consistent' - i.e. add rule mechanics. In specific campaigns and settings this might be useful - especially rep (insult battles, however, I would look to Int, Edu, and Soc for qualifiers). MgT has actually done this in some of the books, I believe (don't use them myself).
However, in the context of replacing Soc with 'ego, rep and social level' to address the dual use of Soc, I see no advantage. I am referring to your post that started this thread of discussion - which is the context I've been discussing all along. Basically, Soc is not defined as an ability like the other characteristics.
This is not a problem for me - I drop the 'standing' and simply refer to a 'social' ability. Thus, I can normalize to other cultures - i.e. all humans interacting with species X may get an automatic -2 DM, etc. Titles and social level are a separate aspect of a character that make no sense to be a numeric value, since they vary so much, and whose use can be reflected situationally in the rule mechanics as adhoc DMs (usually I stick to the Difficulty DMs).
[Obviously I am prone to 'word vomit' - my aim is not to argue nor insult - but to enjoy discussing things. I try, but my written words often suffers in conveying this.

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