Specialties

CosmicGamer

Mongoose
On page 56, Specialties, It should be explained how to handle when a character goes from no skill level in a skill with specialties to skill level one. For example, stating that you gain level 0 in the skill (and all specialties) and choose one specialty at level 1.
 
Page 62 states:
When a Traveller reaches level 1 in a skill, he can take a specialty in that skill.

It should read:
When a Traveller reaches level 1 in a skill, he must take a specialty in that skill, if it exists.

Make it REALLY clear that you have to take a specialty. There were a lot of confused people early on (and even later) about this issue.
 
Gunner Skill

The Ortillary Specialty seems to be unnecessary. Ortillary (at least as far as we know) are only capable of being shot from Bays and Spinal Mounts, which makes them a Gunner (capital) skill.

Also, you don't mentnion where Barbettes fit into this scheme. Are they going to use the Gunner (turret) or the Gunner (capital) specialty. My vote would be Gunner (turret).
 
Rikki Tikki Traveller said:
It should read:
When a Traveller reaches level 1 in a skill, he must take a specialty in that skill, if it exists.

I don't even think that's clear enough. They need to explain how each point gained can go into a separate specialty, and the original skill remains at 0.
 
I don't actually think that Specialties are a good idea for Traveller.

E.G., Engineer should NOT be subdivided into Power, Life Support, Jump Drive and so forth - it should all be one skill in order to reduce skill bloat.
 
Jame Rowe said:
E.G., Engineer should NOT be subdivided into Power, Life Support, Jump Drive and so forth - it should all be one skill in order to reduce skill bloat.
But we need skill bloat to fill up our 3(INT+EDU) slots. :wink:
 
Jame Rowe said:
I don't actually think that Specialties are a good idea for Traveller.

E.G., Engineer should NOT be subdivided into Power, Life Support, Jump Drive and so forth - it should all be one skill in order to reduce skill bloat.

I like the idea that you can choose to be a specialist that knows how to really push the jump drive to its limits (maybe even breaking the 100 diameter rule) but doesn't necessarily know how to make a ship rated for 20 people carry a hundred.

And they are still all one skill, so if you know any you are at least competent in the others.
 
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