Following from a recent thread re issues with the way MGT covers background skills, I've had a look at previous editions (in particular TNE) and come up with my own take.
Briefly, the problem is that by linking background skills to the trade codes there are some situations that either seem silly, or result in characters who logically should get a required background skill for their homeworld not getting it. (i.e. If you grew up on a planet with a trace atmosphere and no water, you don't know how to use a vacc suit. Sorry. You have to have an ice cap for that training to become available...)
Anyway, I've kept the same basic idea - that a character gets 3+Edu mod skills at level 0, with some choices imposed based on homeworld and the rest chosen from a list. However, I have mostly discarded the use of trade codes to determine what skills are available, basing the UWP restrictions on previous editions of Traveller. In some cases, the trade code fitted and I have used that as a shorthand.
Homeworld imposed skills (taken before other choices):
Atmo 0, 1, B, C = Vacc Suit
Size 0 = Zero-G
TL 9+ = Computer
TL 4-10 = Drive
TL 11+ = Pilot
Agricultural = Animal
Water = Seafarer
High Population = Streetwise
Industrial = Trade
Desert = Survival
After taking the above skills, if there are any available from the character's allocation, the player may choose other skills that represent vocational and educational training, as well as areas in which the character has natural talents. Some of these are generally available, while others have homeworld UWP restrictions. Note that in many cases I have placed tech level restrictions higher than when the skill could have been learned (i.e. Vacc Suit skill is definitely around at TL6-7). This list represents skills an enthusiastic teenager of that planet can be expected to have gained basic competency in; at TL7 only professionals would be expected to know Vacc Suit, unless the planet in question had a hostile atmosphere. At TL9 the culture is starfaring and any kid with a keen interest has probably had an orbital trip or two.
Background skills:
Vacc Suit (TL 9+), Pilot (TL 5+ and Atmo 4+, or TL9+), Drive (TL 4+), Computer (TL 7+),
Animal (Atmo 4-7), Seafarer (Hydro 1+), Life Science (TL2+),
Physical Science (TL2+), Engineer (TL 4+), Mechanic (TL 2+),
Gun Combat (Law 8 or less), Streetwise (Pop 4+), Survival (Atmo 2+),
Comms (TL4+), Space Science (TL8+), Steward, Athletics, Carouse,
Trade, Medic, Admin, Advocate, Persuade, Deception, Social Science,
Language, Art, Stealth, Recon, Broker, Gambling, Leadership,
Diplomacy, Melee Combat.
Feel free to discuss!
Briefly, the problem is that by linking background skills to the trade codes there are some situations that either seem silly, or result in characters who logically should get a required background skill for their homeworld not getting it. (i.e. If you grew up on a planet with a trace atmosphere and no water, you don't know how to use a vacc suit. Sorry. You have to have an ice cap for that training to become available...)
Anyway, I've kept the same basic idea - that a character gets 3+Edu mod skills at level 0, with some choices imposed based on homeworld and the rest chosen from a list. However, I have mostly discarded the use of trade codes to determine what skills are available, basing the UWP restrictions on previous editions of Traveller. In some cases, the trade code fitted and I have used that as a shorthand.
Homeworld imposed skills (taken before other choices):
Atmo 0, 1, B, C = Vacc Suit
Size 0 = Zero-G
TL 9+ = Computer
TL 4-10 = Drive
TL 11+ = Pilot
Agricultural = Animal
Water = Seafarer
High Population = Streetwise
Industrial = Trade
Desert = Survival
After taking the above skills, if there are any available from the character's allocation, the player may choose other skills that represent vocational and educational training, as well as areas in which the character has natural talents. Some of these are generally available, while others have homeworld UWP restrictions. Note that in many cases I have placed tech level restrictions higher than when the skill could have been learned (i.e. Vacc Suit skill is definitely around at TL6-7). This list represents skills an enthusiastic teenager of that planet can be expected to have gained basic competency in; at TL7 only professionals would be expected to know Vacc Suit, unless the planet in question had a hostile atmosphere. At TL9 the culture is starfaring and any kid with a keen interest has probably had an orbital trip or two.
Background skills:
Vacc Suit (TL 9+), Pilot (TL 5+ and Atmo 4+, or TL9+), Drive (TL 4+), Computer (TL 7+),
Animal (Atmo 4-7), Seafarer (Hydro 1+), Life Science (TL2+),
Physical Science (TL2+), Engineer (TL 4+), Mechanic (TL 2+),
Gun Combat (Law 8 or less), Streetwise (Pop 4+), Survival (Atmo 2+),
Comms (TL4+), Space Science (TL8+), Steward, Athletics, Carouse,
Trade, Medic, Admin, Advocate, Persuade, Deception, Social Science,
Language, Art, Stealth, Recon, Broker, Gambling, Leadership,
Diplomacy, Melee Combat.
Feel free to discuss!