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Post by Deleted on Mar 17, 2012 8:56:36 GMT -8
Hey, first post and its with a question.
Been a listener to the podcast for about a year now and through listening to the show I was able to get two of friends into playing Mongoose Traveller and its been going pretty well so far.
We are going into the rules slowly, checking the book when we have to and playing hard and fast when the pace of the game picks up. I do have a question though about the skills that I was hoping the forum would be able to answer.
Our main game with five people has been 3.5 DnD which we have been playing for about 4 to 5 years know (same people, although a few left and mostly the same characters). As some may know, DnD 3.5 has a number of observation skills that are used a lot and traveller seems to lack them. It has investigate and like the split with streetwise and diplomacy but is there a skill im missing that is used a perception style check or is that not in the style of most traveller games?
tl;dr - is there a perception style skill travelller?
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Post by Deleted on Mar 17, 2012 11:17:07 GMT -8
It seems to work a little differently than using a single dedicated skill for that. It's more about using your skills and background. Instead of a perception skill test, one might test a skill such as "streetwise", "deception", "investigate", "recon", "mechanic", "medic" or really anything. The skill used to perceive with will color the types of things a character would notice.
Pilot + education might be used to spot or identify a spacecraft on sight. Medic + education can be used to spot a particular disease a person is suffering of, etc.
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Post by gandalftheplaid on Mar 17, 2012 14:40:50 GMT -8
Yup. I agree that notice/perception checks are not as obvious as most others in the game, but I'm in agreement with Mattman. I really do like how you can combine a characteristic and a skill to produce combinations appropriate to the situation. I also really like that you have intelligence for things new or unknown while education can be used for things studied. I figure most games I'll run I'll forget to take advantage of this difference, but I like that the mechanic is supplied.
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Post by Deleted on Mar 18, 2012 6:43:36 GMT -8
So in the case that really hit me and my group about a perception check, where the character was trying to remember how he left his ship the day previous (were all the door locked?) it might be investigate + Intelligence.
I do like this concept, as you say it plays to the strength and background of the characters. Playing tonight so shall see how it goes.
Thanks for the replies.
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Post by Deleted on Mar 18, 2012 8:31:43 GMT -8
Hmm.. I may have to rethink how I've been doing my skill checks. This might be a better system.
What I've been using is:
1) For perception in terms of "do you spot that thing that other people might miss," I've been using Recon.
2) For perception in terms of "I want to figure something out my taking my time to look," I've been using Investigate.
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Post by gandalftheplaid on Mar 18, 2012 12:32:42 GMT -8
Keep in mind, you don't have to use just one check. You can chain them up. Want to sneak a weapon (on you) past some guards? You could use Education + Streetwise for figuring out a good way to stash it. Then add the effect of that check to say a Dexterity + Deception when actually going past the guards.
For an investigate you could pair up some stuff like this: You're checking out an NPC's office, looking for anything odd or out of place. Intelligence + Investigate. Success: You notice the place isn't well kept but the gun mounted decoratively on the wall doesn't have any dust on it. Education + Gun Combat: This gun doesn't look normal, it looks like it's been modified with some experimental equipment.
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