Which characteristic(s) goes with which skill?

Gruffty the Hiver

Banded Mongoose
I was reading the Traveller SRD earlier and came across this:
Traveller SRD 1.1 said:
A few throws are skill checks, where you add any levels in that skill and the DM from an appropriate characteristic. For example, a throw of Gunnery 8+ would mean ‘roll 2d6, add your Gunnery skill and the DM from an appropriate characteristic such as Dexterity, and get over 8’.
[My emphasis in bold]. I didn't recall seeing a list of skills and their related characteristsics, so I checked in the SRD and the TMB, to no avail.

So: which characteristic(s) go with which skills? Here's a list someone else prepared earlier:

Advocate
Animals
Athletics
Art
Astrogation
Battle Dress
Broker
Carouse
Comms
Computers
Deception
Diplomat
Drive
Engineer
Explosive
Flyer
Gambler
Gunner
Gun Combat
Heavy Weapons
Investigate
Jack of All Trades
Language
Leadership
Mechanic
Medic
Melee
Navigation
Persuade
Pilot
Recon
Remote Operations
Science
Seafarer
Sensors
Stealth
Steward
Streetwise
Survival
Tactics
Trade
Vacc Suit
Zero G

Thoughts, ideas or direct pointers to where this has already been sorted (;)) are welcome......
 
Just read the full skill descriptions from page 51 on and it tells you. For some of them it varies depending on what you are doing. For instance, Advocate you can use either Intelligence, Education, or Social Standing.
 
I'd say it depends on what you're doing with the skill. To figure out a problem with the engine may require INT + Engineer, but to get in there and fix it might be DEX + Engineer. To recognise a star system might be EDU + Astrogation, but to plot a course might be INT + Astrogation. Etc etc.
 
EDG is also correct in this. Traveller (in several editions) is one of VERY few games that does not have a rigorously defined relationship between skills and stats. The Referee should assign the details of the tasks as they come up. There will be a number of standard tasks, such as those listed in the MGT skill section, but there are many more that will be on-the-spot. MegaTraveller made a further (and mistaken, IMO) philosophical jump to calling for large task libraries, but really you only need a small task library for those "every day" sorts of tasks, and the rulebook already has most of these that you will ever need.
 
It seems to me that if you're firing your AutoRifle, then you'd use your AutoRifle skill governed by DEX.

If you find an alien weapon similar to an Auto Rifle and are studying the weapon, you'd use AutoRifle governed by INT.

If you're in a bazaar and see a lot of locally made weapons and are trying to figure which one was the best to buy, you'd use AutoRifle governed by EDU.

At least, that's how a Classic Traveller game is run.

There should be no set stats for particular skills. You match the stat and skill depenedent on the situation.
 
Back
Top