Oaty_bars said:
Gaidheal said:
"Run Rampant" = Referee failure and poor understanding of the rules (also a Ref failure).
The skill only allows, at maximum, a zero-level skill ability and if you don't like the way a player tries to use it, simply say 'no'. This is not a problem with the mechanic it's a problem with you and the player.
Get JoAT's at three, and you have EVERY skill at Zero/0
No. You don't.
If you have a set number of skills at level 0, that's because you grew up with them. Belters get Vacc Suit-0 from being born in a vacc suit environment, a Marine might get Zero-G Combat-0 by dint of having been to Zero-G training, and a waterworld native could get Seafarer-0 by dint of having been brought up on board a ship with his family.
These are level-0 skills one gains from direct, living experience to those skills. Other level-0 skills one would acquire during basic training, such as Admin-0, Computers-0 or Gun Combat (rifle)-0. These skills mean that you have been given the basic grounding in how to point and shoot a rifle without killing some passing small furry animal, yourself or your own side, or that you have been given enough knowledge of a computer to be able to turn it on and run it without wiping its contents.
And if a character finds herself in a situation where those skills are called for, they are used in preference to J-o-T. Specific experience trumps winging it every time; you don't have to impriovise a dance step for a dance you already know.
J-o-T skill, on the other hand, is a codification of personal life experience and an ability to think on one's feet. J-o-T-3 means that you have acquired such a depth of all-round experience that whatever you turn your hand to no longer incurs an untrained penalty: like MacGyver (there! I've invoked his name!) you too could apply what you know about the world to solve the most implausible problems, such as using bubble gum and battery acid to plug a leak in a nuclear reactor.
J-o-T is only useful for those circumstances where the character does not have the requisite skill,e.g. attempting Deception if he doesn't even have Deception-0. It doesn't mean that he has Deception-0 skill; and in fact, if he was to learn Deception, he would have to learn Deception-0 to begin with before learning Deception-1. When the J-o-T character walks away from the situation where he has used his skill to substitute for a missing skil in which he has not been trained, e.g. Seafarer or Interrogation, it doesn't mean that he walks away with Seafarer-0 or Interrogation-0 already in his pocket. He still has neither skill, and will have to rely upon J-o-T each time until he does gain specific competence in those missing skills - which requires that he actually sit down and at least take a beginner's course, or spend quality time with skilled experts learning the basics, so next time he goes out in a dinghy, having learned Seafarer, he will know enough knotwork to be able to hold that boom in place and stop it from swinging around and crowning him like last time.