Nit-picking

GhostWolf69

Mongoose
Is it just me or did more of you fall in love with the concept of rolling 8+ to succeed?

2d6 + mods VS. 8

It was SO good and SO simple.
Difficulty classes add a Dice Mod... such as Average +0, Difficult -2 etc.
Lovely.

... *drum-roll* ....

So why the heck didn't they stick to that through out the book?

Enlisting in Careers... Survival Rolls... Advancement Rolls... Why Oh why!?

Example:

"Elistment: Education 6+"

Why?

Why not say: "Enlistment: Routine Education test".

What am I missing here?

/wolf
 
Maybe it's because the task difficulty table does not come until the next chapter? A newbie to Traveller may be reading and trying out the rules one chapter at a time and find your suggestion confusing.

Perhaps the Skills And Tasks chapter should be first?

Also, what would you call the advancement skill roll for, say, the Agent(Corporate) career . . . Average and a half Intelligence Check? :wink:
 
Chargen is a one off process for each character, whereas as skill use is common and routine for every character. Got no prob in having bespoke tasks for chargen, as it allows more nuances and differentiation.

One thing, though, to the uninitiated, the tasks in chargen could be mistaken for minimum stats.

eg: Enlistment: Int 6+, means you get in (automatically) if you have an Int of 6 or more, or that Advancement: Edu 7+, means you need a minimum of Edu 7 to get a promotion, at which point it is automatic.
 
All good reasons I guess.

I was nit-picking anyway...

Another reason I thought of was that Difficulties come in even numbers: 0, +2, +4, +6 etc.

Whereas the Elistment and Susvivbal etc. sometimes run on odd numbers. (eg. Survival: End 7+). Then again, I would write +1DM instead.

I'm truly tempted to grab a pen and edit it myself.

/wolf
 
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