Skill Packages vs Connection Skills

mavikfelna

Cosmic Mongoose
I have a question. Does a group starting out always get to pick a skill package? If they get a skills package, do they also get to do the two connection skills?

For Connection Skills, the only skill you cannot take is Jack of all Trades, so can you then get a skill level higher than 4 in this manner?

For Skill Packages, the skill level you get is always 1? If everyone already has a listed skill at 1 or better then it is just lost?
 
I have a question. Does a group starting out always get to pick a skill package? If they get a skills package, do they also get to do the two connection skills?

For Connection Skills, the only skill you cannot take is Jack of all Trades, so can you then get a skill level higher than 4 in this manner?

For Skill Packages, the skill level you get is always 1? If everyone already has a listed skill at 1 or better then it is just lost?
Referee's discretion on the first question, and yes they normally would on the second. On the third, I don't remember (but I would require a really good story for level 5 if it is possible), and on the fourth yes, Level 1 only, and yes it would be lost, but that seems pretty unlikely to occur, especially if the players discuss together who should get what.

In my current DNR campaign, I did not give my players the skill package, because they were going to get trained at the Giikur base, during the crewing process for the DNR, and would get to pick three skill levels appropriate to their new jobs of the sort the Navy or Marines could train them in, which solved a lot of problems in justifying them being senior crew. It also totally made the skills a real thing, earned by their accomplishments on Legacy and Endeavour, instead of just a random inexplicable give. I think it totally makes sense to do something like that instead, if your players are going into a specific type of setting where they need certain skills.
 
GM option on the skill package and the rest of it for that matter. I let the players pick the package.
It may not be illegal, but I rule connections as character creation, and so they cannot go over level 4. The downtime education rolls are the only way my players can exceed level 4. Almost universally, my players took the opportunity to get a 1 in a skill they wanted but didn't roll, or was unavailable in their career path.
Un-needed skill 1's from the packages are lost, which is why I let them pick the package. That way, any lost skills are their fault. Not mine.
 
For our game I call it Character Discovery to help everyone understand that you are finding out who you are rather than creating your ideal character.
So I do not do the skill packages. I do use Luck. I give 6 points to be used to modify a roll up or down to help guide to something the player wants, or to avoid something they don't. I feel it gives them some flexibility but keeps a Traveller feel instead of other RPGs.
At the end of Character Discovery the new player works with other players to integrate by finding Contacts with the other PCs. They get as many Contacts as they feel fit, but only the first two grant an extra skill or level in something appropriate to the story of how why they met.

 
I always let them pick a package, because it's not like Traveller is overly generous with skills. It's usually pretty necessary to round out the characters, so they aren't overspecialized. And the package is definitely on top of the Connections. Package skills are Rank 1. Their purpose is to round out your character, not increase their specialization.


I agree that nothing prior to play allows a skill to be higher than 4.
 
When dealing with new solo characters do you all tend to invoke the optional rule from Traveller Companion (TC):
  • Solo Generation Creating a Traveller on your own works just like normal, with the following minor changes:
    • Skill Packages: Instead of picking a skill package, gain any one skill at Level 1.
Or, just allow the solo character to soak up the whole the group Skill Package as would be standard when not using this option from TC?

Thanks! I hope this question isn't too far off topic for the thread.
 
For Skill Packages, the skill level you get is always 1? If everyone already has a listed skill at 1 or better then it is just lost?

Exactly correct. Ideally though they'll pick a package that doesn't duplicate skills they already have, nobody will be a dick by painting anyone else into a corner with their picks, and everything should work out.

Also note that, while the literal reading is the group selects the package, if the GM knows what the campaign will be about, or just knows how they run and what rolls they'll call for, it's a very good time to look at character sheets to see what they're missing and make a strong suggestion.
 
The intent of the skill packages is to provide a floor of skills appropriate to the campaign. Not every group will need one - if your trading crew have all the essential skills covered, just move on. If your mercenary squad are all combat monsters, likewise.

But if a group really want to min/max it also rarely matters. Traveller characters vary in their abilities and it's not a competition. Or an MMORPG party that HAS to have a Tank, Healer, DPS and Buffer/Debuffer, for that matter. Two pilots, a domestic robot, a scientist and some space hobo working passage is a viable crew. Hire guys if you need to.
 
Obviously, the intent is to cover gaps in the range of skills likely required by the adventuring party.

Sort of a safety net.

I'm sure if you try hard enough, it can be exploited.
 
It's certainly possible that the skill package they choose won't hand out all the skills, because everyone has those at level 1 or better.

In a lot of cases all the skill package will do is provide backup roles.

Although... it CAN be hard to get a Steward...
 
I like the idea from Seth Skorkowsky to spare the connection skills for later. So in an adventure where they need a skill they don't have you can do a flashback like "Do you remember back then when you crashed that shuttle and I had to patch you up?" and one gets pilot (small craft) and the other gets medic.
 
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