Skill Packages vs Connection Skills

In Classic Traveller the rules made the explicit point that any character could be assigned a "0"-level skill by the referee at any time by fiat at his discretion, the implication being that the character had gotten some basic familiarization in the past with the skill without any particular expertise.

Note that in CT you cannot get "0"-level skills in CharGen or by any other means, except for a few skills that are considered "Default "0"-level skills" universally for all characters.

Perhaps doing the "flashback" approach should only yield "0"-level as well?
Ahhh! So, it's a holdover. Okay, then nevermind. Works fine. I draw stuff from other editions too, so I can't really throw stones on that one. lol
 
I am confused. Do you do this with equipment as well? Not choose your equipment until the moment you need something and then say you had it the whole time. With Referee approval, obviously this isn't cheating, but at the same time, seems an abuse of Rule Zero.
There is a rule in place for the Ship Locker that basically does this.
 
If you have a ship, yes, and only within limits, but having a ship is not guaranteed in Traveller.
Fair point. Mostly pointing out that the concept of retroactive having certain equipment is part of the game so it is not a leap to do it with Connection Skills, and it can arguably make a better narrative.
 
Fair point. Mostly pointing out that the concept of retroactive having certain equipment is part of the game so it is not a leap to do it with Connection Skills, and it can arguably make a better narrative.
I just expect My players to plan ahead. Ever heard the quote, "A failure to plan on your part does not constitute an emergency on my part."? I can do this because it is My players who choose their adventures, not me. I run sandbox campaigns, so usually, my players know more of what they need than I do.
 
I just expect My players to plan ahead. Ever heard the quote, "A failure to plan on your part does not constitute an emergency on my part."? I can do this because it is My players who choose their adventures, not me. I run sandbox campaigns, so usually, my players know more of what they need than I do.
I won't argue any more on that. It's valid.
 
In Classic Traveller the rules made the explicit point that any character could be assigned a "0"-level skill by the referee at any time by fiat at his discretion, the implication being that the character had gotten some basic familiarization in the past with the skill without any particular expertise.
Had something similar to that happen at an old employer. We had an equipment failure releasing poison gas and no one was trained to use the air tanks intended for such use. I had however had a demonstration once about 10 years earlier and was up to date on the equipment that failed. So I wore it and stopped the release. The idiots who maintained it had the monitor (bulky) INSIDE the straps and upside down, I had to redo the straps to make it wearable. Much later (under new management) I and others received actual training. So I suddenly had skill (0) and later attained skill (1).

So to me at least this is plausible as a skill (0) "remembering".
 
I am confused. Do you do this with equipment as well? Not choose your equipment until the moment you need something and then say you had it the whole time. With Referee approval, obviously this isn't cheating, but at the same time, seems an abuse of Rule Zero.
Essentially that's what the ship's locker is. But this, and that only work with Referee approval. The not-yet-determined skill slot idea can only work if everyone is cool with it.
The Referee approves that it can be done that way, and has veto over what skills are revealed.
 
I'm a big fan of the ship's locker, because I'm not all that interesting in gear porn as a playstyle. And I prefer gear that adds capabilities over gear that adds die roll bonuses anyway (negating penalties is a different story :P).

I don't personally use the ex post facto connections rule, because I like using the connections to tie the characters together as they go along instead of after the fact. And the extra skill during your career can affect how future events go.

But I can see the value of the ex post facto rule when folks are not sure what more obscure skills are going to be useful. It's only one or two instances in the course of a campaign, so not a big deal. I'd be more inclined to use it in a one shot or very short campaign where there are not going to be a lot of situations to make everyone's array of skills useful. Being able to make sure your 'my choice' skills actually apply in the short game you are running makes sense to me.
 
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