Gaidheal said:
The limit is precisely what you just outlined, zero-level, next remember that players can only attempt skill-rolls that you call for and permit.
Oaty_bars said:
Its ZERO in EVERYTHING, now do you see a lack of limit?
Oaty_bars may personally believe that JoT is too powerful of a skill and there is nothing wrong with having this opinion, but Gaidheal is correct that there is a limit. The rules limit JoT to reducing the unskilled penalty. Levels of JoT beyond 3 do not increase the DM further by allowing positive DMs. The limit is
similar to a zero level in whatever skill JoT is being applied to. The limit is that JoT will never be as good as level 1 or higher in a particular skill.
Someone with JoT 3 and no other skills would probably have a hard time getting hired on a ship. My character would not trust them to Pilot, plot a course, prepare for jump...
rust said:
If used as written, a JoT skill of level 3 indeed provides the character with level 0 in all skills
Oaty_bars said:
In terms of game machanic, if you have JoAT's 3 you have for the purpose of the system the equivalent of ALL skill not already at zero or higher, AT ZERO
These preceding two quotes are not totally accurate.
page 55 MgT core rulebook said:
It reduces the unskilled penalty a character receives for not having the appropriate skill
This is not the same as having the skill, even when JoT is level 3.
page 48 MgT core rulebook said:
Some actions will require the character to have a particular skill, but will still not require a roll. A character with Flyer 0 can fly an air/raft under normal conditions without having to make a roll.
Example: Player A has Flyer 0 and Player B is an unskilled Flyer but has JoT 3.
My interpretation: Player A does not have to make a skill roll to fly an air/raft under normal conditions, but Player B does, and will fail over 50% of the time (with average characteristics). Now if a GM wants to make the JoT player really work for it, he could have them roll for starting the vehicle, getting it to lift off the ground, turning, braking, and so on. And you could require these rolls each and every time. Succeeding once does not suddenly give Player B Flyer 0 skill. This is just one example of how a GM can play a role in using the skill as written and keep it in check, if they feel the need to do so.
The book does not describe what JoT is, only that it reduces the unskilled penalty.
My earlier post said:
Perhaps if JoT is looked at as common sense, ability to think under pressure, intuition, imagination, being observant, and/or thinking outside the box
A character without a skill, and without the ability to do these things (no JoT skill) gets a -3 unskilled penalty. Someone with a little more skill (JoT 1) in innovative thinking, and applying concepts gets the unskilled modifier reduced to -2. To me, this seams plausible. Someone with JoT 3 is a person (someone said MacGuiver) who is extremely skilled in this ability.
Conclusion
There is nothing wrong with creating your own house rules to enhance your enjoyment of the game. There is also nothing wrong with using the rules as written, acknowledging that they can be interpreted and applied differently by different people.