SWBaxter said:
Up to +4 was the Classic range - skill awards were truly random, you had to be a bit lucky to get two skills per term on average, and so it was pretty unusual to see anything higher.
So, when I was going from memory of a book I haven't read in over 10 years, I was pretty much spot-on.
SWBaxter said:
MegaTraveller allows a lot more freedom to select skills, since many of the awards are skill cascades (which basically means you choose one of a group of related skills), and characters gain more skills each term. So MT characters have more skills at higher ranks.
But it was still randomly rolled, and death was still possible during chargen, right? So you were more likely to get a +2 skill instead of a +1, my bad.
SWBaxter said:
Looking at the stats for the last group I ran, among 5 characters only one of them has his highest skill at 1, and he was the guy who put most of his skill choices into stat increases so his lowest stat is 7.
Only one out of 5 had a max skill of +1? Ok, what was the average? How many +4 skills were in there? Even then, this highlights another problem I have with a system that uses 2d6 for it's task resolution: +1 is worth less as your skill level goes higher. Going from Skill level 1 to skill level 2 gives you a larger chance for success that going from skill level 2 to 3. But that is another matter entirely.
SWBaxter said:
Incorrect. If the target number is 7+, that means you need 7 or higher.
Well, if you have your copy in front of you, I defer my memory to your reading comprehension. But I distinctly remember it that way, so it must have been some system I was reading back then, because it seemed very odd to me.
SWBaxter said:
I'm looking at my copy of MegaTraveller now, and most of the skills have example task definitions given in the skill description. Those that don't are primarily combat and starship-operation skills, in which case the tasks are in the appropriate section of the rules.
So, all the skill descriptions, which are hard-wired for each specific use of each skill, are described in the skill section,
except for the skills a space-travelling bunch of mercenaries/troubleshooters/adventurers are going to use most. These are found in other sections of the book. So when I want to look up a skill, I can't turn to the section in the index labeled "Skills", but I have to instead flip through the entire combat chapter, or the entire space combat chapter, or the entire merchant trading chapter. Or, my favorite, having tasks scattered about in the published adventures.
"What do I have to beat to survive on this icy planet?"
"Let me go dig out 'Trek Across Hoth' and see if I can find it."
SWBaxter said:
I don't find this a particularly frustrating setup, YMMV.
Obviously, the mileage varies quite a bit.
SWBaxter said:
Of course, the whole point of the task system is that the ref can quickly assign a task when it's needed rather than crack the books and look at a preprinted list,
See, this was what bothered me about it. How was a new Ref supposed to get a feel for what the target numbers should be, when the examples were scattered throughout the book, and they were so very specific? Repairing the radio had it's own 2 line task resolution summary, and so did repairing the hull, repairing the microwave oven, repairing the jump drive, etc etc etc, each with different time increments and difficulties. Whereas in other systems, the skill would have a set of examples like "Simple device- DC 15/10 minutes, Average device - DC 20/1 hour, Complex Device - DC 25/4 hours". Or something along those lines.
SWBaxter said:
I only responded to your original post to clear up some of the errors you made in describing that system.
Um... gee thanks? Thanks for clearing up my memory of a system that's been out of print for over 10 years (CT/MT) that I read and made characters for but never played. Especially since, you know, I wasn't very wrong in the first place, and my misgivings about using a clunky, ancient ruleset are just as valid as your support for the system. I have T4 (Is that the one where they reset the timeline to the rise of the Imperium?), and I read it enough to see that it was about 90% the old system, only the new 10% was full of bugs and the system was essentially broken, so just put it in the box with the other CT/MT stuff. If the new OGL version is based off of CT/MT/T4 without some major revamping, I won't be going near it. Everyone else, of course, is free to do as they please, but I'd much rather use Savage Worlds, SWSE, or T20 as a ruleset for Traveller than going back 30 years and rolling 2d6 for task resolution.