Rules clarifications for a new guy

Sandcaster: Ammunition Variant

Armour-piercing fin-stabilized discarding-sabot

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Sandcasters - Muzzle Velocity

We know the optimum range, and apparently the maximum range for sandcasters is close, though technical improvements in the launcher could extend that to medium.

Anyone know the muzzle velocity?
 
Slight necro and thread co-opting so apologies for that, but this seems a reasonable place to ask this rather than starting a new topic!

Most RPGs have the ubiquitous Perception roll that - at least in my experience - is the bane of GMs when it comes to how often to call for them and what to do when they fail (or even critically fail in systems that have that sort of mechanic!). Semantics aside I was curious how people handle - if they even do - perception checks in Traveller. I'm going to be starting a campaign this evening and it's the one thing that I'm not sure on.

Initially I was content with the idea of calling for Intellect + Recon until I started to look through the various careers to see which ones did, and didn't, have Recon available.Most of these made sense until I got to the Marines, where Recon is only available as a skill for the Ground Assault specialty. Now there's the argument that Sensors can do much the same thing, especially when wearing Battle Dress with in-built sensor suites but I then had another thought.

Recon seems to be intended as an 'active' thing, you look around trying to spot an ambush, for example. Obviously, searching for, say, a hidden compartment is more likely to be Investigate, and with the right sensors a Sensors check can cover both of these bases as well. MY question is as follows:

What do people have - or not have, as the case may be - their players roll for general use of their senses to give a once over to a room. For example, to let them catch the scent of gas or poison, or for them to look for the tool they dropped in the middle of a ship battle, when they're on a time limit to get the M-drive fixed or else they're going to die?
 
Also, what skill do you use when people try to read other people? What skill helps you tell your patron is lying?
 
Sevain said:
Also, what skill do you use when people try to read other people? What skill helps you tell your patron is lying?

For that I'd personally use Intellect + the relevant social skill. You use Social Standing + Deception to lie, and I'd oppose that with Intellect + Deception to see through it. As for a cold read, I'd give the character a choice between Social Science or Persaude both rolled with Intellect (or perhaps Education in the case of Social Science)
 
For perception rolls in Traveller, i have done two things, either a roll modified by the characters INT DM for a quick check over a room or some other such activity (of course if another skill applies than a standard skill task roll is made) or i just tell them what the character sees if asked, and then let the players decide what to do next. The reason for having two methods is based on the different Traveller groups i have ran games for. Some of them prefer a perception task roll, others prefer to ask and then be told, and then decide what to do.
As a side note, if i am asking for a perception task roll based on INT, it may also be modified by how difficult the task, so for example to smell gas in a room (assuming it has a smell :twisted: ) would be a routine task, so +2 DM to the roll.
 
Sevain said:
Thanks for the answers. What is the 50 ton bay that shoots 12 missiles at once good against? How can anything take down the Gazelle Close Escort (armor 8) without nuclear missiles or particle beams?

In the original (CT) Traveller, lasers did 1 point of damage and missiles did 1d6 points of damage.
Mongoose has severely nerfed the effectiveness of missiles. They do only 1d6 of damage, the same as a beam laser.

IMTU (In My Traveller Universe) I use the final effect of a missile's hit roll as a multiplier. Thus a standard missile can possibly, but highly unlikely, do up to 6d6 of damage. For beam attacks, I add the effect of the attack to each weapons damage. Otherwise any ship with an armor rating of 6 can simply ignore all standard missile and beam laser attacks.

I also treat all combat effects of 0 as doing 1/2 damage. Grazing hit to the shoulder, singed wingtip etc.

For pulse lasers I only apply the (-2) dm when they are used for defensive fire against missiles. When using damage-effect rules, pulse vs beam lasers balance quite nicely given the pulse lasers shorter range and lack of missile defense.
 
Balfuset790 said:
Most RPGs have the ubiquitous Perception roll that - at least in my experience - is the bane of GMs when it comes to how often to call for them and what to do when they fail (or even critically fail in systems that have that sort of mechanic!). Semantics aside I was curious how people handle - if they even do - perception checks in Traveller. I'm going to be starting a campaign this evening and it's the one thing that I'm not sure on.

You know... I sit here stunned.

In all these years I've never ever noticed that Trav had no Perception mechanic...

Well hell. no wonder I like this game because you're damned right it's a bitch to adjudicate and never seems to sit right with me whatever game I'm running.


So to answer your question - embrace it! Traveller has no Perception skill. You're free! We a;; are! Ding Dong the witch is dead!
 
Generally I'd use deception plus Int DM to pass off a lie, but I like to tell the players that someone might be lying, just to cast a shadow of doubt. However an Int check could easily be used for perception, though nothing is fine, just play it through, and not rely on the dice.
 
Minty said:
Balfuset790 said:
Most RPGs have the ubiquitous Perception roll that - at least in my experience - is the bane of GMs when it comes to how often to call for them and what to do when they fail (or even critically fail in systems that have that sort of mechanic!). Semantics aside I was curious how people handle - if they even do - perception checks in Traveller. I'm going to be starting a campaign this evening and it's the one thing that I'm not sure on.

You know... I sit here stunned.

In all these years I've never ever noticed that Trav had no Perception mechanic...

Well hell. no wonder I like this game because you're damned right it's a bitch to adjudicate and never seems to sit right with me whatever game I'm running.


So to answer your question - embrace it! Traveller has no Perception skill. You're free! We a;; are! Ding Dong the witch is dead!

Yeah, so far unless something is deliberately concealed I've just told the players it's there up front. If they go searching for things I've tended to pick a relevant skill - searching someone's desk for a file is Intellect + Admin, for example,... and in the case of trying to find something that's properly hidden - like a ship's smuggling compartment - Intellect + Recon/Sensors has served well enough.

I've only had to call for 2 such Perception checks in 4 sessions though :D
 
I find the Traveller skill system more adaptable compared to many other systems that nail down what you can and can't do depending on how many skills are available especially with the scope of environments and situations possible in the Traveller universe. Many skill situations not specifically described become Ref choice or even game group choice. When I've run a game, I look over the entire adventure and decide if there are certain events that will *need* skill and/or ability roll because it's important then make a note. Clues I purposely want difficult to uncover get a situational roll based on how the clue is 'hidden'. That can mean any combination of characteristic and skill could be used giving players more control by their character's design.
 
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