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Trade: Admin/Bribery

1548624247

Edited 1548708709
EDIT: DELETE THIS QUESTION. I'm curious how this works. I believe only one person can be involved in making DMs for selling, but I'd like to know, if they have admin-1, bribery-2, do they get a DM of +3, or +2, or +1, RAW... (not sure if I'm right, though).  Also I'm curious if, in this game, two people can be involved, one to bribe and one for admin.
1548624446

Edited 1548708718
Does bribing have a specific cost or is it rolled into the price of the sale?
So the weasel answer to both questions is "it depends". I can easily imagine situations in which Admin skill would be useless in reselling cargo, or in which Bribery was expected and therefore  provided no bonus.  I can also image the reverse in which both skills provided greater bonuses.  But in general the rules state that "Bribery Skill and Admin Skill may be used at the level of the skill" , so yes the sum of both can be applied.  If two individuals work together it would depend on the situation and what was being sold but I would tend to partially reduce the total DM applied in such a case. As for Bribery skill by itself you must remember that in Classic Traveller Skills do not define a character.  This concept is so hard for many on Roll20 to understand.  An 18 year old character with no level in any skill is a perfectly viable character (with many actual advantages).  Skills are a measure of what a character is more likely to succeed and not absolute black or white.  Reread the rules for Bribery, page 18 Book 1.  "Insure that both the cash offered and the act solicited are reasonable".  Very clearly a subjective call on the part of the GM. Further, remember that just because a character does not have a skill does not mean they can not pull off an action helped by having that skill.  Cory's last character for example, had no bribery skill yet successfully bribed a guard to allow him to carry weapons past a check point.   He also had a character who was an expert Gambler with a mastery of Gambling skill.  Yet he routinely lost vast sums of money gambling.   
1548711359

Edited 1548711518
Thanks for the answers in both threads. Good to know and they make sense! I skipped over the gambling rules once I realized there was risk of physical/legal trouble, because, subjectively, that outweighs any expected value in terms of credits. The whole foundation of gambling is variance, though, so it's to be expected that gamblers lose a lot of money frequently unless they have a huge immediate sample size (e.g. a casino or insurance company). Personally I don't enjoy gambling but I'm willing to do it if I'm desperate, or if I have an edge big enough to make it worth my time and I can afford the variance. These days that doesn't really happen. That said, for RP it could be really cool to explore gambling in terms of motivation, personality, etc., and I hadn't really considered that before now. Interesting... :)
Actually in the game the players had set up the most perfect con to milk a scumbag out of tens of thousands of credit.  The scumbag was running "legal" but questionable combat matches as sporting events and the players had rigged a game through some very very clearer ticks and setup.  (Well done guy!  Still one of your best setups).  They bet heavily on the outcome knowing that it was a 'sure thing'. Well, as it turns out the scumbag had been planning a double cross all along and so at the last minute the players had to make a snap judgement call and have their fall guy actually win the fight.  They (again) lost almost all of their money.  Perhaps the most interesting use of Gambling skill (plus other assorted skills) was when the players setup a casino on a "world" that didn't have one.  (Of course they also shot the niece of an important Noble while rescuing her from kidnappers but that's a different story).