[net.games.frp] pyuxdd.184: Traveller game questions

krm (02/17/83)

I guess I missed the original article but ....

Mecenary rules are great if you like personal combat.  You also get considerably
more skills from book 4 or High Guard.  I have played ship to ship but we usually
do so using High Guard or Fifth Frontier War and seldom if ever during a
basic campaign.  I think you'll find a "researcher" listed in one of the
supplements (can't remember the number) "Citizens of the Imperium" as well
as bureaucrats, flyers, wet navy, doctors, barbarians, nobles, rogues, pirates,
belters, (12 in all), bow combat, and a set of fairly worthless pre-rolls.
I don't use FASA character systems for just the reason that they use a lot
of unheard of and in my opinion garbage skills.  I don't feel they integrate
well with the other skills.  I don't allow my characters (I'm a ref) to
obtain JoT because I can't figure out how to run it well.  Instead, I allow
them one roll on a table that their character ordinarily would not have
a chance to roll on, (I call them scatter skills).  I think this makes for
an odd skill, sometimes useful but other times not.  A good example is a low
tech army man recieving battle dress or even vacc suit.  A bad example is
for the same man to recieve fleet tactics.

Regina Space Academy

			xoxorich

bsw (02/17/83)

	Well, I've never tried any of these ways (or the one I'm about to
	  suggest) so I don't know how well these work. It If a character
	  has a pilot-8, he should be a master pilot on all ships, but a
	  SUPER pilot on one or two specific types of ships (ie. He is
	  good at all, but great at fighters and fat traders ).  This
	  would be hard to work-in for combat (laser rifle-5 only in
	  some situations?), but could work in alot of things.



		Ben Walls 

		cbosgd!bsw