I've been thinking about skill progression in T5.09 with an eye toward "fast" character generation.
Some baseline items to start --
- Per page 113, in the benchmarks section, in general a character receives one level of some skill in each year of his or her life
- Depending on career and roll, I've seen up to 3 skill levels in one year, and possibly FOUR! For example, a character goes to flight school, and gains 3 levels in Pilot for that year for that assignment. He could also receive one for that CAREER year, too, since the career year itself could grant one skill level.
- Default skills are still used
Now the fun part. Rather than a standard career, I want to custom design my PC. I've got some basic ideas on progression.
- The player must have a rational character profile with background and development plan required (basically a custom career)
- Allow one skill per year starting at age 18. Prior to that, it is general education, and skills based on homeworld.
- Allow +1 skill level per year for Int 10+
- Allow +1 additional skill level per year at Edu 12+
- Possibly develop a generic risk/reward process
The player can spend those skill levels as desired, subject to referee approval, and some logical constraints -- a high school dropout skipping around the universe is unlikely to learn Battlesuit.
Builds a bit more interest, and a bit more character bonding, so to speak, than random rolls.
Anyway, I'd appreciate some thoughts on this. I'm looking to intro T5 to some new recruits, and I plan to do something like this as we build their characters.
Some baseline items to start --
- Per page 113, in the benchmarks section, in general a character receives one level of some skill in each year of his or her life
- Depending on career and roll, I've seen up to 3 skill levels in one year, and possibly FOUR! For example, a character goes to flight school, and gains 3 levels in Pilot for that year for that assignment. He could also receive one for that CAREER year, too, since the career year itself could grant one skill level.
- Default skills are still used
Now the fun part. Rather than a standard career, I want to custom design my PC. I've got some basic ideas on progression.
- The player must have a rational character profile with background and development plan required (basically a custom career)
- Allow one skill per year starting at age 18. Prior to that, it is general education, and skills based on homeworld.
- Allow +1 skill level per year for Int 10+
- Allow +1 additional skill level per year at Edu 12+
- Possibly develop a generic risk/reward process
The player can spend those skill levels as desired, subject to referee approval, and some logical constraints -- a high school dropout skipping around the universe is unlikely to learn Battlesuit.
Builds a bit more interest, and a bit more character bonding, so to speak, than random rolls.
Anyway, I'd appreciate some thoughts on this. I'm looking to intro T5 to some new recruits, and I plan to do something like this as we build their characters.
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