Supplement Four
SOC-14 5K
My next project for my game (having pretty much completed the sensor rules) is to beef up the CT experience rules.
OUTLINE OF RULE DEVELOPMENT
I want something that mirrors the Book 3 rules (somewhat).
I want character improvement to mirror character generation (average one skill per game year or so...maybe a little more generous than that considering the character is not "adventuring" rather than living some boring old life).
I'm going to use a character's Experience score (INT + EDU) to make skill advancement harder for those who's total skill levels are higher than their experience scores.
No skill can be higher than a character's EDU.
EDU can be raised, but it can never be raised higher than INT.
And, I'm going to have some type of determination roll (described in Book 3), but it'll be based on INT. And, a second roll, based on EDU, will be required as a check to see if advancement succeeded (if the character got the new skill level).
I'm picturing advancement as a four step process:
STEP 1: Character receives Experience Points (I might call these Experience Credits) from (A) the player's quality of play during the game or (B) some type of study program/practice (trainer, instructor, class, computer sim, whatever). A character can gain XP by either studying or as a reward for good game play by the player.
STEP 2: Elligilbe skills are noted for advancement (either skills the character uses a lot during the game...or the subject of his study), and a number of XP are spent as a pre-requisite to advancement (I'm thinking something like 10 points per level of new skill desired...and 5 points for a Level-0 skill).
STEP 3: A determination roll is made, based on INT. (How many times, in life, do we say we're going to do something, like loose weight or work out or get that degree) yet we don't follow through with it. This roll will simulate that.
STEP 4: After a period of time has been spent studying/practicing (and XP points have been spent), a second roll will be made, based on the character's EDU, that will determine if, indeed, the character has earned a new skill level or new skill.
OUTLINE OF RULE DEVELOPMENT
I want something that mirrors the Book 3 rules (somewhat).
I want character improvement to mirror character generation (average one skill per game year or so...maybe a little more generous than that considering the character is not "adventuring" rather than living some boring old life).
I'm going to use a character's Experience score (INT + EDU) to make skill advancement harder for those who's total skill levels are higher than their experience scores.
No skill can be higher than a character's EDU.
EDU can be raised, but it can never be raised higher than INT.
And, I'm going to have some type of determination roll (described in Book 3), but it'll be based on INT. And, a second roll, based on EDU, will be required as a check to see if advancement succeeded (if the character got the new skill level).
I'm picturing advancement as a four step process:
STEP 1: Character receives Experience Points (I might call these Experience Credits) from (A) the player's quality of play during the game or (B) some type of study program/practice (trainer, instructor, class, computer sim, whatever). A character can gain XP by either studying or as a reward for good game play by the player.
STEP 2: Elligilbe skills are noted for advancement (either skills the character uses a lot during the game...or the subject of his study), and a number of XP are spent as a pre-requisite to advancement (I'm thinking something like 10 points per level of new skill desired...and 5 points for a Level-0 skill).
STEP 3: A determination roll is made, based on INT. (How many times, in life, do we say we're going to do something, like loose weight or work out or get that degree) yet we don't follow through with it. This roll will simulate that.
STEP 4: After a period of time has been spent studying/practicing (and XP points have been spent), a second roll will be made, based on the character's EDU, that will determine if, indeed, the character has earned a new skill level or new skill.