And is not readily breakable. Someone with amazingly successful rolls in character generation will have... three more ranks in skills, a TAS Membership, and a bucket of money. Money is far more "easy come, easy go" in Traveller than in D&D/PF. So is equipment. Having an economic advantage at the start can evaporate quickly. Having big firepower attracts big firepower in response, and PCs can become smoking boots just as easily as NPCs.
Players have to think about their success constantly, and usually without the option of firepower. No Easy Win = "too complex".
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