On 01Jul2020 0657, Frank Filz wrote: > > For my game, I rely on CT 1977 Books 1-3 (plus Supplement 4 with new > skill tables to remove almost all the new skills). I don’t see the > Traveller skills as necessarily actual skills. Remember that a Scout > ship is supposed to be run by a single person, but Scouts are only > assured of getting Pilot-1. They may not (most likely don’t) have > Navigator or Engineer (or Air/Raft for that matter). I see the skills > more as where the character can do well in an emergency. So maybe > almost any character could fly/land any kind of ship (or Air/Raft) but > they may not be good in an emergency. Now the crew requirements does > force a bit of “qualification” onto skills. But I’m not sure those > have to be hard and fast with my view of skills. > > So with that change in picture, my idea that Ship’s Boat is the skill > when maneuvering, and Pilot is the skill when dealing with jumps (note > that Navigator isn’t JUST astrogation, it’s mentioned at least one > place as also covering navigation on a world) though it’s not so clear > to me what the Pilot does in jump (and really the rules don’t make > much call for any of these skills). > Book 2 doesn't seem to require any skill to jump safely as long as all is in order. -- Rupert Boleyn <xxxxxx@gmail.com>