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Traveller 2e SRD general skills for compendium #866

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huin opened this issue Feb 6, 2022 · 2 comments
Open

Traveller 2e SRD general skills for compendium #866

huin opened this issue Feb 6, 2022 · 2 comments

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@huin
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huin commented Feb 6, 2022

Is your feature request related to a problem? Please describe.

When assigning skills to an actor for Traveller 2e, there is no logical skill to use in place of a skill family that has specialities. For example, the general Pilot skill has 3 specialities: small craft, spacecraft, and capital ships. Having any of them (or the general skill) implies having at least a 0 skill in the general skill.

Describe the solution you'd like

Include general skills in the 2e skills compendium for those general skills with specialities (one obvious exception being "Profession").

I'm happy to contribute skills from the SRD as a pull request or similar.

Describe alternatives you've considered

I've thought about if this is something that should be automatically implied by a speciality skill, but I suspect that this would be over-complex, and likely inflexible due to not being able to set general skill level versus speciality skill level independently.

Additional context

https://www.traveller-srd.com/core-rules/skills/

A character picks a speciality when he gains level 1 in a skill with specialities. For example, a character might have Engineer 0, allowing him to make any Engineer skill checks without an unskilled penalty. He might then gain a level in Engineer, giving him Engineer (Jump drives) 1. He would make all Engineer checks involving Jump drives at a +1 DM, but would make all other Engineer checks at a +0 DM. A character can have multiple specialities in a skill – an engineer might have Engineer (Jump drives) 1 and Engineer (power plant) 2. He would make checks related to Jump drives with a +1 DM, checks related to power plants with a +2 DM and all other Engineer checks with a +0 DM.

Related: I'm wondering about auto assignment/fallback of a general skill for a specialized one for skill rolls, but I'm pretty sure that would be for a separate FR. E.g. add an energy rifle to a character's inventory who has "Gun Combat" general skill but not "Gun Combat: Energy Rifle" and it would opt to use the general skill for skill checks.

@huin
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huin commented Feb 6, 2022

Thinking more on it, I'm wondering if I've got the idea wrong about how to use skills in twodsix. Perhaps the correct thing to do when adding a specialist skill is to add all the other specialist skills in the family (if the ruleset calls for it).

If so: I think we could close this as working as intended. Maybe add a hint to the docs?

@geoffwasham
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geoffwasham commented Apr 26, 2023

@huin Your secondary comment is exactly what I do: add all skills at 0 under any given family. Otherwise, my travellers often forget that they can even try on that skill, and it's so much more fun when they try stuff Untrained.

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