the tech code blues, or, character generation nightmare...

By Robert P Poole ·

TML message #1451From bundle 117Read the whole thread (17 messages)

Replies:
Hi!  I'm new to the list, so I guess I should introduce myself first.  My name
is Robert Poole, I'm a Physics major at MIT (going into my Jr. Year), and I've
been playing Traveller on and off for about 7 years.  I just recently picked up
the MegaTraveller rules set, and I've been trying to familiarize myself with
the rules.  I am currently working on a character generation program in C which
conforms to the MegaTraveller rules, and it is a PAIN.  I just ran into a
little problem which I need help solving.

One of the rules says that Vehicle skills are limited by homeworld tech level
and that weapon skills are limited by homeworld tech level and law level.
I can understand the need for this system, but it confuses an already arduous
task.  For example, if a player gets Gun Combat, and wants Energy Weapon, what
is the minimum tech level needed?  Energy Weapon encompasses both Fusion Gun
and Plasma Gun, but Plasma Guns are tech level 10 weapons, and Fusion Guns are
tech level 12!  (I got these tech levels out of the Referee's Companion.)

Is there, perhaps, a chart in one of the MegaTraveller books which I missed
which gives a rundown on the minimum tech level / tech code for each weapon
skill?  Barring that, could someone post a complete listing of the minimum
tech code (as given on page 13 of the player's manual, not to be confused with
the tech level) for weapon and vehicle skills?  The law code limitations are
straightforward enough -- they're given clearly on the bottom right of page 13.

Another bit of silliness:  When the rules say that law enforcers, pirates, and
rogues may choose weapon skills one law code lower than their homeworld's law
code, does that mean one numerical level lower or one descriptive level lower?
(Descriptive: "Low Law" as opposed to "Mod Law")  I should think descriptive
makes more sense, but you'd be surprised what game designers have in mind.

Of course, this begs the question of how one treats military characters.  (And
I'm not even going to begin dealing with the Advanced character generation!)
Do law codes apply to the various military services?  (I'm referring to the 1st
six services, though "Scouts" is hardly militarized.)  Also, if you're drafted
into a service, especially one that wouldn't have been possible for your
character to enlist in, do the law and tech level restrictions still apply?

Thanks for your help in advance.  I'll be sure to post the shell archive of my
character generator once I'm done.  The program, when complete, will generate
PC characters using a simple menu-based user interface.

Robert P. Poole                       [email removed]
[address removed]                     MIT Course VIII
311B Bexley Hall                      "I love the smell of napalm early in the
[address removed]                      morning.  Smells like... victory!"