Skill Specializations

Mithras

Banded Mongoose
Is everyone using these? It seemsto methat skill levels are not high, its tough enough to get Engineering -2 or Gunnery -2, never mind have multiple specializations of those skills.

I'm inclinedto ignore many specialisations, more in line with Classic, but keep otherswith more use, such as Gun Combat and some vehicles...

What do you think?
 
I think this is a common issue for all skill based RPGs. How general or granular should they go? For me, I tend toward the more general and accept some unrealistic elements caused by that.

Daniel
 
Mithras said:
Is everyone using these? It seemsto methat skill levels are not high, its tough enough to get Engineering -2 or Gunnery -2, never mind have multiple specializations of those skills.

I'm inclinedto ignore many specialisations, more in line with Classic, but keep otherswith more use, such as Gun Combat and some vehicles...

What do you think?

Should be ok for your game. I'm ok with skills so far due to the attribute bonuses and more skill picks than Traveller. Also IIRC skill level 2 is professional / Doctorate proficiency level for MGT, so I'm not expecting a lot of level 2+ skills.

No skill specializations is simpler, but IMO makes a slightly more cinematic game. When I'm running a skill-based game, I usually eliminate them or only keep a few key ones. :oops:
 
This is also a point for package and connections skills.

If your engineer doesn't have all the specialties at one, fine. Add a level in a different specialty with a connection. Or have him take engineering from the package, and give it a different package.

And remember, Scotty would only be Engineering 5 each... after fourty years, and a dozen connections more than are allowed in MGT.
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Here's an option, tho', borrowed from LUG-Trek. Or, at least, how LUG-Trek worked with the people I talked with... ;)

You take the skill in one specialization. Later receipts add either +1 level OR add another specialization, but at full level.

EG: Monty has Engineering (Jump Drives) 1. He gets a level of Engineering, and takes Enginerring (JD) 2.
Following term, He gets another level, and needs MD's, so he is now Engineering (JD, MD) 2.
Next term he rolls Engineering again, and choses to improve... to Engineer (JD, MD) 3.
He then gets a another a term later, and decides to add PP... Engr (JD, MD, PP) 3.

This could be applied to any of the skills with specializations for a more space-opera feel.
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Option 2: The TNE way ....
Simpler, far more epic...
You only ever get ONE specialization... but you have the rest at half level, rounded down, rather than just at 0.
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Have fun!
 
True, my game is more cinematic, 10 years ago I would have lapped up specialisations - but with my current game, I may not use them aswritten. In fact I may not use them at all (perhaps only using the Science splits). Even skills like Gun Combat and Flyer and Pilot would not harm my game too much if I used them 'as is'.

But that suits my players (young boys) and myself - not everyone. :D
 
Mithras said:
I'm inclined to ignore many specialisations, more in line with Classic, but keep otherswith more use, such as Gun Combat and some vehicles...
What do you think?

I will use skill specializations only where they make sense in my setting,
otherwise I will use more "generic" skills.
 
rust said:
Mithras said:
I'm inclined to ignore many specialisations, more in line with Classic, but keep otherswith more use, such as Gun Combat and some vehicles...
What do you think?

I will use skill specializations only where they make sense in my setting,
otherwise I will use more "generic" skills.
You do need to use care in doing this thought that you do not end up with some careers coming out with skills of five and six because you eliminated the specilizations and then other careers only having levle one or two skills but lots of specializations.
For example, we have one character that has 6 levels of Engineering spread over three specializations. If we lump them together as you have indicated he now has a single skill at six. Makes for a very different roll to fix that jump drive. (+2DM vs. +6DM).

Daniel
 
dafrca said:
You do need to use care in doing this thought that you do not end up with some careers coming out with skills of five and six because you eliminated the specilizations and then other careers only having levle one or two skills but lots of specializations.

Yes, I agree, I see the problem.

I am not yet sure how I will handle it, as I am still waiting for the German
translation of MGT, which has been put on hold to include the new deck-
plans and some errata.

I think I will either replace "unnecessary" specializations with additional
homeworld skills, because characters from my setting need a compara-
tively high number of different skills to function well within the setting, or
I will (most probably) write up a new set of setting-specific careers which
avoid the problem.
 
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