Scouts and Survival

Allensh

Mongoose
I would suggest to the folks at Mongoose that Scouts really should have survival on their skills, possibly in the Exploration specialization.

Allen
 
True. If I remember rightly the Scouts even had the hardest survival roll of all the six basic careers, 7+ instead of 5+ but the re-enlistment roll was a virtually automatic 3+ (reflecting, I suppose, that you never really leave the Scout Service, just put on the inactive list).
 
Border Reiver said:
True. If I remember rightly the Scouts even had the hardest survival roll of all the six basic careers, 7+ instead of 5+ but the re-enlistment roll was a virtually automatic 3+ (reflecting, I suppose, that you never really leave the Scout Service, just put on the inactive list).

Or, If you got the boot, you were a total schlub.... that's how my players took it... you were an ex-scout only inf you failed reenlistment.
 
My suggestion:

Change result 2 under Specialist: Exploration to Pilot (any), because the scout Service might have large exploration ships available and the player can always choose small craft or spacecraft if they wish.

Cange result 3 to Survival.

Allen
 
Allensh said:
My suggestion:

Change result 2 under Specialist: Exploration to Pilot (any), because the scout Service might have large exploration ships available and the player can always choose small craft or spacecraft if they wish.

Cange result 3 to Survival.

Allen

Sounds like a plan. Survival skill, in the previous versions of CT and MT, didn't show up in basic character generation. You had to use the enhanced generation. Having it in standard character generation is a necessity, I think.
 
Grendel_T_Troll said:
Allensh said:
My suggestion:

Change result 2 under Specialist: Exploration to Pilot (any), because the scout Service might have large exploration ships available and the player can always choose small craft or spacecraft if they wish.

Cange result 3 to Survival.

Allen

Sounds like a plan. Survival skill, in the previous versions of CT and MT, didn't show up in basic character generation. You had to use the enhanced generation. Having it in standard character generation is a necessity, I think.

It should be pointed out that Survival is available to Scouts in one event result, and is also obtained from the Exploration campaign package.

Allen
 
This is really a limitation of the skill tables from Classic Traveller. MegaTraveller and T4 got around the problem via Cascades, but the problem is bigger than just Scouts and Survival..

For example, the following skills are unavailable to Army career characters in the first playtest draft: Advocate, Animals, Art, Astrogator, Battle Dress, Broker, Carouse, Deception, Diplomat, Engineer, Investigate, Jack of All Trades, Language, Navigator, Persuade, Pilot, Recon, Science, Seafarer, Steward, Streetwise, Survival, Trade, Vacc Suit, and Zero-G.
Most of that is ignorable; however, I'd think that at least Recon should be on the Army list.

Navy is interesting for lacking Leader, Medic and Tactics; this should make fleet combats quite interesting.
Marines lack Admin, Gunner, and Recon. Maybe they use Army and Navy administrators.
The Scouts are missing several interesting skills, like Admin or Carouse, Gunner or Investigate, Language, Melee or Survival.

The point is that at the moment we've got 44 skills, of which Agents have access to 15, Navy and Entertainers 16, Scholars and Drifters 17, Nobility 18, Army and Scouts 19, Marines and Merchants 20, and Rogues 22.

The problem is that the Tables as created are really copies of the CT career tables, but there are quite a few more skills than in CT. The problem gets worse when you start looking at skill specialties and career specialties.

So I'd like to suggest that perhaps the real work is in the skill tables for the careers.
 
This might be frowned upon by the grognards...but perhaps the skill tables (or some of them) should expand to 2d6 rather than 1d6. Instead of saying "you get all the skills under Service Skills at level 0 as basic training", list the basic training skills for each career.

Allen
 
Allensh said:
This might be frowned upon by the grognards...but perhaps the skill tables (or some of them) should expand to 2d6 rather than 1d6. Instead of saying "you get all the skills under Service Skills at level 0 as basic training", list the basic training skills for each career.

Allen

Any grognards getting that contary should probably just stick with their previous edition of choice. :wink:

That said, I'm a bit iffy about 2d6, given the need to adjust to compensate for the bell curve. OTOH, if you only fit one extra skill on each table, that's still potentially another 4 for each specialisation to choose from.

An alternative is just to have some "X or Y" entries on the tables. This has the added bonus of providing a little bit more player-control in the process -- and if you really want random, you can always dice for it.
 
Another possible answer is to get rid of the advanced education section and possibly have "field skills" and "specialist skills" replace it and service skills. Field skillswould be those that every member of the career should have t some level and the specialist would be more...err...specialist. As one of my players last night pointed out, there's not really much difference between the advanced ed and the basic table.

For scouts, field skills would be things like Pilot, Survival, Navigation etc. Specialist skills would include Admin, Gunnery, Medic potentially. I know that this slightly steps on the feet of the career specialisations but it might be a way of working more skills into each career.

Andy
 
Every career needs a J-O-T result available. To me this represents Humaniti's one major advantage - each of us is able to do anything. Now, some are better than others at that adaptability and that is where J-O-T comes in as a skill.

William
 
wlewisiii said:
Every career needs a J-O-T result available. To me this represents Humaniti's one major advantage - each of us is able to do anything. Now, some are better than others at that adaptability and that is where J-O-T comes in as a skill.

William

Disagree. Especially since most have an "Any Skill" event. Therefore, it's quite possible for anyone to have J-O-T.
 
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