Re: Jock-o-Trades [sic] (and MegaTraveller Tasks)
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- #110 Re: Jock-o-Trades [sic] (and MegaTraveller Tasks) by Charles Martin
[This may have failed; I got an error message right back, so I'm retrying. My apologies if you get two of these. -- James] > From: [email removed] > I've been playing Traveller for some time now, and I just started GMing a > campaign with a bunch of friends. One of the characters rolled Jack-o-T 3 > times, and I thought nothing of it. Then while raiding a frieghter, the pilot > gets killed and the character with JoT jumps into the pilot chair and flys > the ship. > Question: Do JoT skill levels directly transfer to other skills? > (i.e. JoT-3, means also Pilot-3, Pistol-3, etc...) > I don't have any books with me, and I'm playing the rules by memory, > so can anyone help me. Sure! There's a couple ways to interpret the Jack-O-Trades skill; the standard Traveller way or the MegaTraveller way (MegaTraveller is the newest revision of the Traveller rules). The standard Traveller rules I have are very old, being edition one. I remember cracking open the set of books that I had ordered direct from GDW back in 1979, when I was just about to enter High School. The printing I have is the 10th print run of the first edition of the Basic Traveller rules (This was even before the Journal of the Traveller's aid society existed, I think). Anyway, my set of Traveller rules has very general, inspecific skill descriptions (which caused me fits of hair pulling as a Referee in those days), and this is what it says about Jack-o-trades: Jack of all trades-- The individual The well-rounded individual (the is proven capable of handling a wide renaissance man, so to speak) is variety of situations, and is res- uncommon in all societies, but is nat- ourceful in finding solutions and urally proficient when he occurs. remedies. This skill is a general ability which may be applied to nearly any endeavor at the discretion of the referee. Note that this doesn't say that Jack-o-Trades-N means ALL-SKILLS-N. It merely vaguely says that you can give the player a chance in situations where he has little or no skill. What this amounts to is that you (as referee) have to figure out your own way to deal with Jack-O-T. Methods I have used are treating Jack-O-T as skill level 0 for all skills in which the player is totally unskilled, and skill level +1 for all skills in which the player has skill; but perhaps this is too generous. MegaTraveller interprets Jack-O-T much more concretely, giving the player a second (or third, or fourth...) throw any time a task throw fails. It does not allow Jack-O-T to be used as any kind of DM, and also the disadvantage due to lack of skill is still felt at full force. But the Jack-O-T rules allows those resourceful characters who have it to pull off miracles sometimes, just when everything seems to be going wrong. In MagaTraveller a task throw is required any time a character needs to use skill for something; for example: Example Univeral Task Profile (made this up in about 15 seconds): To dodge asteroids while flying any spacecraft: Routine; Pilot or Ship's Boat, Dexterity; 2 sec (fateful). If the character is attempting any other action besides dodging asteroids, the task becomes Difficult. Referee: If the result is failure, determine damage to the spacecraft as per... [etc.] Long-winded Translation of the above (for those unfamiliar with tasks): The task is Routine (requires an 7+), or Difficult (requires a 11+). DMs: + Pilot or Ship's boat skill level, +1 if Dexterity 5+ or +2 if Dexterity 10+ or +3 if Dexterity 15+. The length of the time it takes to perform this task is 2 seconds times (3D - above DMs). Fateful: If the task fails, some kind of damage to the spacecraft will automatically occur (The referee will consult the Task Failure table in these cases). Note that all Univeral Task Profiles assume a skill level of at least 0 (Pilot-0 or Ship's Boat-0), unless the notation "Unskilled okay" appears in parentheses like fateful is above. If you have absolutely no skill in a particular skill, there is an additional penalty (I believe the task increases in difficulty one level, making otherwise Routine tasks Difficult, and Difficult tasks Formidable, but that's from memory as my MT books are at home). So if a character with Pilot-3 and Dexterity 7 is attempting to dodge an asteroid with no other distractions, he can do it by rolling 7+, with DMs 3 (for Pilot) + 1 (for Dexterity) = +4. Furthermore, the task would take 2 sec times (3D - 4) to complete. If the pilot was evading enemy weapons fire, he would have to roll a base 11+ with the same DMs. What Jack-O-T does do, in MegaTraveller, is provide any character which fails any roll with as many retries as their Jack-O-T level (still quoting from memory -- I may be a little off here). So, if your Pilot-3 character is dead and the totally unskilled (at Pilot) Jack-O-T-3 character (Dex 10, just for the sake of argument) tries to fill in, this is what happens. Since the character is unskilled, the task difficulty increases one level (from Routine to Difficult or from Difficult to Formidable), but he gets as many retries as Jack-O-T skill levels. So if a character with Jack-O-T-3 and Dexterity 10 is attempting to dodge an asteroid with no distractions, he can do it by rolling 11+ (Difficult), with DMs 0 (for Pilot) + 2 (for Dexterity) = +2. Furthermore, the task would take 2 sec times (3D - 2) to complete. If the fellow was evading enemy weapons fire, he would have to roll a base 15+ (Formidable) with the same DMs. Example: Tom Jefferson of Astel Tine has JOT-3 and Dex 10. He attempts to dodge an asteroid. He must roll 11+ with DMs +2. He rolls an 8 + 2 = 10 and fails. His first retry he throws 8 again + 2 = 10, failure again. On his second retry he throws 4 + 2 = 6 (missing the desired throw of 11+ by this far is considered exceptional failure, so he doesn't get any more tries. The referee assigns some amount of damage to the exterior of the craft. Woe to smaller craft, which may suffer a critical hit from the asteroid collision). Instead, say on his second retry he threw 8 yet again + 2 = 10, failure again. He gets one more retry: he rolls a 12 + 2 = 14, and succeeds (exceptional success!). Sorry I can't give a definitive answer, but I think this is close to the way MT deals with Jack-O-T. This is also an example of how MT brings sense and concreteness where the Traveller rules were unbelievably vague, something I find refreshing. It also shows how quickly and easily a referee can make up a new Task (I made up the "dodge asteroids" task on the spur of the moment as an example). I also personally find the MT task nomenclature very easy to understand and find it easy to express desired character activites with it. However, I still haven't actually used MT in play, but it seems pretty neat. James _ ___ | | / _ \ James T. Perkins, [email removed], [phone removed] | |__ | |_| | Tektronix Logic Analyzers, DAS System Software, Disk Services |[address removed] Killed processes never die... They just go to the big Bit Bicket in the sky.