Bardicheart
Mongoose
I've been playing around with character and NPC concepts lately, mainly scientific / scholarly types and its led me to some puzzling questions about some of the skills in Traveller. So I thought I'd bring it up as a topic for discussion and see what some others thought.
What has come up as a result of some tinkering is what exactly do certain skills DO and are they really necessary to have in the skill list? For example:
A Scholar has Physical Science (Electronics) 4 and is asked to work on the electrical systems of a starship. But, according to the Core Rules, that falls under Engineering (Electronics). That left me wondering, what is the actual difference between the skills? At first I thought, okay, Engineering deals with the practical application of repairing and maintaining electronics, while Science deals with the theory, development and design. But that doesn't really make sense... if you take a course on electronics in college (Science skill), you may study the design of electronics, but you also can apply that to repairing them. Which left me wondering.. do we really need both skills?
Then I got to looking at a few newer skills introduced in other books. Building on the example above...
Geordie, a former navy engineer (retired) is working onboard a Free Trader with his pals, John Luc, Dorf and Bytes. As a former top engineer Geordie has Engineering (M-Drive) 2, Engineering (J-Drive) 2, Engineering (Electronics) 2, Engineering (Power Plant) 2, Engineering (Life Support) 1, Mechanic 2, Computer 2, Comms 1, Sensor 1, Pilot (small craft) 1, Art (holographic girlfriends) 1 and maybe a couple of Science skills. If its a piece of technology he probably knows how to take it apart an put it back together... maybe even improve on it a bit.
Our intrepid merry band come across a space wreck and decide to salvage it for some extra credits. However, according to Merchant Prince, Geordie, a decorated and highly skilled former naval engineer cannot salvage said derelict vessel because he does not have the Trade (Salvage / Repair) skill (cf. Book 7 - Merchant Prince, p77), which is mandatory for salvaging and repairing a ship. Say what???? Again, this seems like a pointless skill... what exactly would someone with Trade (Salvage / Repair) 1 know how to do that Geordie wouldn't??? What exactly does such a Trade skill know how to do that makes that skill necessary (I've often had this problem with the Trade skill and various technical trades)?
(Note: Upon reading this my first reaction in my own campaign was to dump this rule and that skill entirely and come up with my own house rules for salvage and repairing stuff).
This got me to thinking about the number of skills in Traveller vs how many skills and skill points someone is likely to have. With 6 terms being a possible limit on character generation, most characters are going to end up with 12-14 points in skills (1 for each term plus 1 more for rank advancement for 2 per term x 6 terms = 12... add a few more from events, and 6-8 skills at 0) which means having higher than 3 or 4 in most skills is unlikely and rare for most characters. But also having a diversity of technical skills, ala Geordie above, is also going to be unlikely and rare (Geordie above has 17 skills points and should probably be higher than skill 2 in several of those skills); much less a technical oriented character that is both an expert in their field(s) (i.e. skill 4+) and still have a variety of technical skills. Example, some one with Science (Robotics) at 6 and related skills such as Computers, Science Electronics, Engineering (Electronics), Science (Physics), Science (Chemistry) at levels 1-3 is difficult to pull off.
So how to fix this within the rules? My first thought is that some skills need to be eliminated. For example get rid of Science (electronics) and just have Engineering (electronics), likewise probably dump Engineering (Naval) or modify it; rather than Engineering being just for starships instead it covers various engineering fields as a whole (i.e. electronics, power plants, and so forth). Then I thought about Science (Cybernetics) vs. Science (Robotics)... do these really need to be separate skills... or could Robotics or Engineering be combined with Medic or Science (Biology) to design cybernetic components? In fact, isn't robotics really a combination of computer skills (for the programming), electronics (for the circuitry) and mechanics (for the physical body)? Do we even need a Science (robotics) or Science (cybernetics) at all? Same with Science (genetics)... wouldn't that fall under Science (biology) anyway? My point being, are we making some of these skills too specialized for the generic and minimalistic approach Traveller tends to take with skills?
What I'm trying to avoid is someone playing a Naval engineer who can't salvage a wreck, or an 8 Term Scholar who discovers that although they have Science (electronics) 4 and Science (robotics) 4 they can't work on a starship's damage control robots becauce they don't have Engineer (electronics) and similar silly situations. With the minimalist approach to skill lists Traveller generally takes, I want characters to be able to accomplish task that would reasonably fall within their expertise (again, the salvaging example is probably one of the best examples of rules getting in the way in this way). An don't even get me started on why we have three different "official" sets of rules for computer hacking published (Book 6 Scoundrel, Book 9 Robots, and Supplement 8 Cybernetics, oh an Book 5 Agent also has some rules for "hackers"... ugh).
So to sum up, I've officially dumped the Trade (Salvage / Repair) skill and the Physical Science (Electronics) skill (using just Engineering (electronics) instead). I've also dumped the Forgery skill from Scoundrel (oddly, no career path in Scoundrel actually provides the Forgery skill anyway) and instead forgeries depend on the type of forgery being made... Language and/or Art (writing) for documents, Computers for electronic forgeries are most often used. Likewise I've considered dumping the Security skill for the same reason... someone who has Computers 6 doesn't know how to use/write security software? Engineering (electronics) 6 doesn't know how to create/defeat an electronic keypad?
Anyone else have examples of skills that they thought should be dumped or combined with another skill? How have other referees and player's handled these situations?
What has come up as a result of some tinkering is what exactly do certain skills DO and are they really necessary to have in the skill list? For example:
A Scholar has Physical Science (Electronics) 4 and is asked to work on the electrical systems of a starship. But, according to the Core Rules, that falls under Engineering (Electronics). That left me wondering, what is the actual difference between the skills? At first I thought, okay, Engineering deals with the practical application of repairing and maintaining electronics, while Science deals with the theory, development and design. But that doesn't really make sense... if you take a course on electronics in college (Science skill), you may study the design of electronics, but you also can apply that to repairing them. Which left me wondering.. do we really need both skills?
Then I got to looking at a few newer skills introduced in other books. Building on the example above...
Geordie, a former navy engineer (retired) is working onboard a Free Trader with his pals, John Luc, Dorf and Bytes. As a former top engineer Geordie has Engineering (M-Drive) 2, Engineering (J-Drive) 2, Engineering (Electronics) 2, Engineering (Power Plant) 2, Engineering (Life Support) 1, Mechanic 2, Computer 2, Comms 1, Sensor 1, Pilot (small craft) 1, Art (holographic girlfriends) 1 and maybe a couple of Science skills. If its a piece of technology he probably knows how to take it apart an put it back together... maybe even improve on it a bit.
Our intrepid merry band come across a space wreck and decide to salvage it for some extra credits. However, according to Merchant Prince, Geordie, a decorated and highly skilled former naval engineer cannot salvage said derelict vessel because he does not have the Trade (Salvage / Repair) skill (cf. Book 7 - Merchant Prince, p77), which is mandatory for salvaging and repairing a ship. Say what???? Again, this seems like a pointless skill... what exactly would someone with Trade (Salvage / Repair) 1 know how to do that Geordie wouldn't??? What exactly does such a Trade skill know how to do that makes that skill necessary (I've often had this problem with the Trade skill and various technical trades)?
(Note: Upon reading this my first reaction in my own campaign was to dump this rule and that skill entirely and come up with my own house rules for salvage and repairing stuff).
This got me to thinking about the number of skills in Traveller vs how many skills and skill points someone is likely to have. With 6 terms being a possible limit on character generation, most characters are going to end up with 12-14 points in skills (1 for each term plus 1 more for rank advancement for 2 per term x 6 terms = 12... add a few more from events, and 6-8 skills at 0) which means having higher than 3 or 4 in most skills is unlikely and rare for most characters. But also having a diversity of technical skills, ala Geordie above, is also going to be unlikely and rare (Geordie above has 17 skills points and should probably be higher than skill 2 in several of those skills); much less a technical oriented character that is both an expert in their field(s) (i.e. skill 4+) and still have a variety of technical skills. Example, some one with Science (Robotics) at 6 and related skills such as Computers, Science Electronics, Engineering (Electronics), Science (Physics), Science (Chemistry) at levels 1-3 is difficult to pull off.
So how to fix this within the rules? My first thought is that some skills need to be eliminated. For example get rid of Science (electronics) and just have Engineering (electronics), likewise probably dump Engineering (Naval) or modify it; rather than Engineering being just for starships instead it covers various engineering fields as a whole (i.e. electronics, power plants, and so forth). Then I thought about Science (Cybernetics) vs. Science (Robotics)... do these really need to be separate skills... or could Robotics or Engineering be combined with Medic or Science (Biology) to design cybernetic components? In fact, isn't robotics really a combination of computer skills (for the programming), electronics (for the circuitry) and mechanics (for the physical body)? Do we even need a Science (robotics) or Science (cybernetics) at all? Same with Science (genetics)... wouldn't that fall under Science (biology) anyway? My point being, are we making some of these skills too specialized for the generic and minimalistic approach Traveller tends to take with skills?
What I'm trying to avoid is someone playing a Naval engineer who can't salvage a wreck, or an 8 Term Scholar who discovers that although they have Science (electronics) 4 and Science (robotics) 4 they can't work on a starship's damage control robots becauce they don't have Engineer (electronics) and similar silly situations. With the minimalist approach to skill lists Traveller generally takes, I want characters to be able to accomplish task that would reasonably fall within their expertise (again, the salvaging example is probably one of the best examples of rules getting in the way in this way). An don't even get me started on why we have three different "official" sets of rules for computer hacking published (Book 6 Scoundrel, Book 9 Robots, and Supplement 8 Cybernetics, oh an Book 5 Agent also has some rules for "hackers"... ugh).
So to sum up, I've officially dumped the Trade (Salvage / Repair) skill and the Physical Science (Electronics) skill (using just Engineering (electronics) instead). I've also dumped the Forgery skill from Scoundrel (oddly, no career path in Scoundrel actually provides the Forgery skill anyway) and instead forgeries depend on the type of forgery being made... Language and/or Art (writing) for documents, Computers for electronic forgeries are most often used. Likewise I've considered dumping the Security skill for the same reason... someone who has Computers 6 doesn't know how to use/write security software? Engineering (electronics) 6 doesn't know how to create/defeat an electronic keypad?
Anyone else have examples of skills that they thought should be dumped or combined with another skill? How have other referees and player's handled these situations?