Adrian and Glenn both propose ways to make "normal" generation characters
equivalent in number of skill levels to those generated from Mercenary, etc.
To be heretical, I'll suggest the reverse: "advanced" generation characters
get only two two-year-long "missions" per term instead of four year-long
missions, and thus end up with about the same number of skills as "normal"
generation characters.
Alternatively, for those who don't mind some additional dice rolling,
"advanced" generation characters must roll 7+ for each level gained, with a
DM -current skill level. This makes high skill-level characters a rarity.
Variation: must roll 8+, DM +current skill level, making specialization the
norm.
Why do this? Because I think Traveller characters with just a few skills
are more fun to play. The skills can be used to generate a colorful
background, since that background is constrained enough (by career and
skills) to stimulate the imagination but unconstrained enough (not too many
skills) that the justification isn't boring or ignored. Using these
techniques, Mercenary characters who want ACR-4 are not going to have a lot
of other skills---they will be combat specialists and that's all.
Related note on skills: Does anyone else think it odd that characters get
a generic "gun combat" skill where they get to choose the weapon group of
choice while they have no choice as to which "knowledge" skills they will
achieve? In reality, the reverse seems to be the case: you will be trained
on whichever weapons your unit uses, while you will learn the "science"
that you are most comfortable with.
Charles Martin // INTERNET: [email removed] // BITNET: [email removed]
UUCP: {cmcl2,harvard,decvax}!yale!martin