• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Another Look at the CT Experience Rules

Jeffr0

SOC-14 1K
Self improvement can be in "education, weapon expertise, physical fitness, and other skills." Though the character has to be somewhat "obsessive" about it, there's not really a strict impact on the game. Jayne in Firefly was always working out, but it never got in the way of any adventuring: "If the required materials are not available, the program is suspended temporarily, but the benefits are not lost if the suspension is of less than three months duration." p 103 TTB

This means that (for role playing purposes) the pursuit of improvement will be used as a way of setting the scene. During jump, you know more-or-less what the characters are up to. If the referee wants to work it into the plot, he can require the players to perform some sort of side task or use some gimmick related to the improvement program as a means of drawing the characters our on various errands. NPC's may want favors in return for giving out new information or tools related to the PC's "obsessions".

Characters with EDU lower than INT can take correspondence courses to improve EDU-- fifty weekly sessions at 50cr each will raise it one point. Players that want to risk an aging check to get that exact skill they wanted after mustering out can take a sabbatical: four years and 70,000Cr score a non-weapon skill at level 2!

PC's that didn't get any weapon skills (or that want even better weapon skills) can get a +1 bonus to skill in a blade and a gun. If it's a level zero skill that's being improved, these go to level one permanently even if the training is not maintained! So members of the original six careers have two chances to turn level zero weapon skills into permanent level one skills at the start of the game.

The weird case is the continuing thing. Say the character is Revolver-3. He rolls 8+ and is temporarily Revolver-4 as long as he can conceivably maintain his training. If the campaign lasts for 4 years... then he can try to continue the training. If he rolls 8+ *again*, then the Revolver-4 becomes permanent-- but he is now temporarily Revolver-5 as long as he maintains his training! As most campaigns do not last for more than a year or two of game time, this is probably a moot point. A character that mustered out earlier than what he wanted can use this to get some decent skills before the game starts, though.

The "weird" rules for weapons apply to attempts to raise non-weapon level-one skills as well. You have to roll the 8+ twice to get a permanent raise. You can't always get what you want; also these things take time. Physical fitness gives +1 to STR, DEX, and EDU as long as the fitness program is maintained. These increases are not permanent. (That's the benefit to Jayne's constant weight lifting...!)

The referee is free to come up with alernatives to the above-- super science and special training could have whatever effects he desires. In a campaign, I could see the characters working for a patron that provide "commando" type training for an operation. Each character could roll could roll 8+ for each skill from a custom listing. For the purposes of the scenario, the characters would be treated as having a skill level of one in their respective skills. If the characters play several sessions using the skills, working for the patron, and continuing the training programs... then they all could have a chance of making some of these increases permanent with a successful conclusion of the compaign-- provided the events of the campaign lasted more than a year or so. This would be a major reward and a very big deal. The players would not be able to continue any of the above "standard" training in this situation... and they would not be able to get more than one permanent skill in any 2-year situation. However, the patron led special training trick can be used to temporarily give characters whatever skills they need to handle an adventure which they otherwise would not be prepared for.

The standard CT experience rules provide non-combat oriented characters with a little extra help right out of character generation. Combat oriented characters, for example, can get a level two technical skill if they have the time and the money to do so. (Those cash rolls at the end of character generation suddenly get interesting!) In a standard game, a character's study or physical fitness program gives immediate benefits, makes up for bad die rolls during character generation, and provides a basis for setting the scene during the game. Finally, a referee can derail all of this at any given time and provide the characters with temporary skills to cover whatever needs the PC's have-- in order to drastically transform the game for a series of special-themed sessions. The transformations don't have to be permanent, but can be if the characters are relatively lucky-- and if it makes sense to the referee.

Conclusion: the CT experience rules are easy and fun-- and they balance many of the perceived weaknesses of the default by-the-book character generation sequence. In the hands of an experienced referee, they become a source for fleshing out the game effects of unusual patrons and temporary campaign themes.
 
by comparison:Joe 18YO can come out of 4 years as a belter with 2 skills.

22YO Army Lt Fred, in 4 years of service, picked up Rifle, SMG, and 3 other permanent skill levels.

20yo short-termer has one skill. In two years.

The two do not equate well.

Then again, I've never had a CT campaign run long enough to matter; someone screws up, and they all die, or they grow bored due to lack of advancement.
 
(Short-termer? What... you let people who fail survival rules *live*? That's hurts char-gen!)

What I take from it is that players can be given level one skills temporarily as needed-- as the plot requires.

Commando school and other types of special training can be used as a model for other forms of advancement-- obviously, if you let the players loose in anything but the conservative experience rules above, characters can end up with all kinds of skills.

A lot of people dislike the Traveller character generation because they don't get that exact skill they wanted. The standard rules address that... in an obscure corner that nobody knows about.

Given the number of skills that your Army guy can get in one year... that means (that under extreme referee control) PC's can have several temporary level one skills at one time-- as long as the plot and/or the patron can justify it somehow. Also, the ref should not feel bad about the players keeping one of these skill levels after one year of game-time.

The main thing is that CT characters are a lot more flexible than they get credit for. The published adventures often allow for the PC's to be granted level-one skills as the plot requires.... The cool thing is, there was a coherent system in place even at the beginning.

I like that: it's adaptive... it fits a freewheeling campaign style... it doesn't fall prey to the "Asteroids and Accountants" fallacy... it's consistent... it works like 'real' comics, movies, and TV shows work (characters have skills one episode and they're gone the next)... and it makes sense.
 
Conclusion: the CT experience rules are easy and fun-- and they balance many of the perceived weaknesses of the default by-the-book character generation sequence. In the hands of an experienced referee, they become a source for fleshing out the game effects of unusual patrons and temporary campaign themes.

I agree. CT Experience rules are typically misunderstood (the point of you starting this thread, I think), and they're quite well written and useful in a CT game.

Don't forget that a character can also use the alternate experience system listed in Book 4 and learn a new skill in as little as six weeks!



What I take from it is that players can be given level one skills temporarily as needed-- as the plot requires.

Interesting way to look at it, and correct, to a point.

Don't forget, though, that there are limitation. For example, the dedication throw can only be made but once per game year. So, if a character were to change out his skills using the Experience system, he could only do it but once per game year--and, he'd have to pass the 8+ dedication throw. Failure means he has to wait another year before he can try again.

So, changing the skills is definitely a risk.

The Default Skill section, though, allows GMs to award Skill-0 skills to characters if the GM thinks it appropriate.
 
The last bit of the Experience section is the most interesting to me.

Referees are encouraged to come up with their own exotic methods for training new skills or increasing attributes.
 
Don't forget that a character can also use the alternate experience system listed in Book 4 and learn a new skill in as little as six weeks!

The limitation there is the instructor's skill level. To get SL 2 in anything requires finding an instructor-2 with that skill-2: an extremely rare combination!

Here's the rub: a LBB8 droid can be programmed with instruction and most any other skill [buy the levels you want]. Another way that LBB8 skews things. ;)
 
The limitation there is the instructor's skill level. To get SL 2 in anything requires finding an instructor-2 with that skill-2: an extremely rare combination!

IIRC I think you mean SL 1 there. As in Skill-1 may be taught by Instructor-2+ with Skill-2+.
 
Just saw the rules for learning languages on page 39 of the Aslan module.

Nifty!

That is nifty.

What we need is an index to rules located outside the core rulebooks.

For example, there are extended computer programming rules described in JTAS#1, and it specifically states that those rules are official, inadvertently omitted from the LBBs.

In JTAS#2, page 3, LKW addresses how one should not be afraid to use what is already in Traveller to create things outside of Traveller. The example he uses is the laser pistol, created there but not in LBB1-3.

One could look at the Partnerships and Committees rule, on page 7 of JTAS#1, and use that as a basis for any combined effort in the game.

There are so many other rules like that, spread out all over the place. It would be nice to have an intuitive index to use in looking them up.
 
Lots of "page not found" messages there.

Yes, that's due to a mess created when the board was moved to a new server some time back iirc. So the older links don't point where they should anymore. The pages are still here, just with a different url. You might be able to find what you're looking for on any "page not found" by using the search function.
 
Last edited:
I'm using IE 7. I simply click on your link, I do get that page. But when I click on the links in blue, I get:

Not Found
The requested URL /cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.


--------------------------------------------------------------------------------

Apache/1.3.41 Server at www.travellerrpg.com Port 80
 
Back
Top