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CT Experience System (1st draft)

For several months, I've been chewing on a few ideas that could lead me to a nifty experience system for a Classic Traveller game.

I wanted to "do a little more" than the brief outline of an experience system described in the Traveller Book, but, at the same time, I didn't want to implement a system where characters being played in a campaign would greatly exceed the amount of experience they would have obtained for a like amount of time spent in character generation (or, a little more clear: I wanted to keep character improvement on par with the skill increase obtained through chargen).

I think I might have hit on a pretty good idea, though. What I'll list here is my first draft.

If you like what you see, comment on it, and we'll tweak it until it's a good system.

So, here we go...
 
For several months, I've been chewing on a few ideas that could lead me to a nifty experience system for a Classic Traveller game.

I wanted to "do a little more" than the brief outline of an experience system described in the Traveller Book, but, at the same time, I didn't want to implement a system where characters being played in a campaign would greatly exceed the amount of experience they would have obtained for a like amount of time spent in character generation (or, a little more clear: I wanted to keep character improvement on par with the skill increase obtained through chargen).

I think I might have hit on a pretty good idea, though. What I'll list here is my first draft.

If you like what you see, comment on it, and we'll tweak it until it's a good system.

So, here we go...
 
DEFINITIONS


EXP - Refers to the character's EXPERIENCE score. A character's Experience is the total of his INT + EDU (see pg. 29 of the Traveller Book).


EXP PENALTY - Count up the character's total number of skill levels, then compare that total with the character's Experience score. If the total number of skills is equal to or less than the character's EXP, then there is no EXP Penalty. If the total number of skills exceeds the character's EXP score, then the difference is the character's EXP Penalty. (Note that on page 29 of the Traveller Book, a rule is described that states that characters can never have a number of skills that exceed the character's EXP. Yet, many GMs, including myself, ignore this rule. In fact, there are "official" characters from CT canon that break this rule as well.)


XP - The game master will award a number of experience points [XP] at the end of each game session, and these points will be used to improve the character.









-------------------------------------------------
Sample Characters

Reavan: 777777
EXP: 14 (+0)

Maelic: 777777
EXP: 14 (+3)

Eskhile: 777777
EXP: 14 (+8)


The three same characters above will be used in examples. Note that all three characters are joe average in every respect (all stats are "7")--except in number of skills.

Reavan's total skills number 8. Maelic's total skills total 17. And, Eskhile's total skills total 22.

Take a look at the front side of the character sheet I have in my sig below. Notice the blank to the right of EDU. Here, EXP is recorded, and if an EXP Penalty applies, then it is recorded in the parentheses in the same blank.

Thus, you see the recorded information above with the same characters. Each of the three characters, all having the same INT and EDU, have an EXP score of 14. The difference in their EXP and total skill levels is their EXP Penalty, and that is recorded next to the EXP score (as indicated above and on the character sheet).

Also note, on the character sheet, two areas where XP are recorded: (1) is the blank to the right of SOC; (2) the second is the blanks to the right of each skill.

A character's XP will be recorded in the blank to the right of SOC. The XP blank to the right of each skill will be used as described below.
 
DEFINITIONS


EXP - Refers to the character's EXPERIENCE score. A character's Experience is the total of his INT + EDU (see pg. 29 of the Traveller Book).


EXP PENALTY - Count up the character's total number of skill levels, then compare that total with the character's Experience score. If the total number of skills is equal to or less than the character's EXP, then there is no EXP Penalty. If the total number of skills exceeds the character's EXP score, then the difference is the character's EXP Penalty. (Note that on page 29 of the Traveller Book, a rule is described that states that characters can never have a number of skills that exceed the character's EXP. Yet, many GMs, including myself, ignore this rule. In fact, there are "official" characters from CT canon that break this rule as well.)


XP - The game master will award a number of experience points [XP] at the end of each game session, and these points will be used to improve the character.









-------------------------------------------------
Sample Characters

Reavan: 777777
EXP: 14 (+0)

Maelic: 777777
EXP: 14 (+3)

Eskhile: 777777
EXP: 14 (+8)


The three same characters above will be used in examples. Note that all three characters are joe average in every respect (all stats are "7")--except in number of skills.

Reavan's total skills number 8. Maelic's total skills total 17. And, Eskhile's total skills total 22.

Take a look at the front side of the character sheet I have in my sig below. Notice the blank to the right of EDU. Here, EXP is recorded, and if an EXP Penalty applies, then it is recorded in the parentheses in the same blank.

Thus, you see the recorded information above with the same characters. Each of the three characters, all having the same INT and EDU, have an EXP score of 14. The difference in their EXP and total skill levels is their EXP Penalty, and that is recorded next to the EXP score (as indicated above and on the character sheet).

Also note, on the character sheet, two areas where XP are recorded: (1) is the blank to the right of SOC; (2) the second is the blanks to the right of each skill.

A character's XP will be recorded in the blank to the right of SOC. The XP blank to the right of each skill will be used as described below.
 
XP


Characters gain XP through the quality of play displayed by the character's player.

After each game session, the GM should consider a player's level of role playing during the night's gaming session, the creativity of his ideas contributed against the obstacles the group faced, and the overall effect the player had on the game.

Once this consideration is made, the character is awarded a number of XP based on this scale:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">XP
--
5 There is no possible way the character could have been played better. Above and beyond. Grade A+.
4 Exceptional role playing. Grade A.
3 Very good role playing. Grade B.
2 Good role playing. Grace C.
1 A good idea or two...and maybe some role playing. Grade D.
0 Character had no impact on the night's gaming session. Grade F.</pre>[/QUOTE]If a player is playing more than one character, then each character should be considered separately.

Note that a 0 XP award doesn't necessarily mean the character was played poorly. This only means the character has no impact on the night's gaming session. (Maybe the character was in cold berth the entire game session. Maybe the character was not present during the situation played during the game session. Maybe the player playing the character was disruptive and unproductive as a player during the session--these are all valid reasons for awarding 0 XP.)

Most game sessions, characters will earn 0-3 XP. On those exceptional nights, a character could earn 4 XP. And, if the character was involved in some of the best gaming of your gaming career, then award the character a whopping 5 XP.

Note that the GM can directly control the speed at which the characters improve by the amount of XP awarded each gaming session.

(Considering that two live, face-to-face Traveller sessions are played each (real-life) month, and characters are awarded an average of 2.5 XP each game night: characters using this system will improve 1-2 skill levels per (real) year.)









-------------------------------------------------
Example

One player plays two characters during the game: Reavan and Maelic. Eskhile is played by a second player.

Reavan did an excellent job during the game session. The player continually came up with creative ideas, and there was one moment of role playing the player did that changed the outcome of the session. The GM awards Reavan 4 XP.

The same player played Maelic, but since the player spent all of his time with Reavan during the game session, Maelic was actually "played" very little during the game. Since Maelic had no impact on the game session, the GM decides to award Maelic 0 XP.

The second player spent most of the session using his character, Eskhile, to support Reavan. Eskhile had a few moments too, during the game, to shine, but he was nothing compared to Reavan's portrayal. Based on this, the GM decides to award Eskhile 2 XP.
 
XP


Characters gain XP through the quality of play displayed by the character's player.

After each game session, the GM should consider a player's level of role playing during the night's gaming session, the creativity of his ideas contributed against the obstacles the group faced, and the overall effect the player had on the game.

Once this consideration is made, the character is awarded a number of XP based on this scale:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">XP
--
5 There is no possible way the character could have been played better. Above and beyond. Grade A+.
4 Exceptional role playing. Grade A.
3 Very good role playing. Grade B.
2 Good role playing. Grace C.
1 A good idea or two...and maybe some role playing. Grade D.
0 Character had no impact on the night's gaming session. Grade F.</pre>[/QUOTE]If a player is playing more than one character, then each character should be considered separately.

Note that a 0 XP award doesn't necessarily mean the character was played poorly. This only means the character has no impact on the night's gaming session. (Maybe the character was in cold berth the entire game session. Maybe the character was not present during the situation played during the game session. Maybe the player playing the character was disruptive and unproductive as a player during the session--these are all valid reasons for awarding 0 XP.)

Most game sessions, characters will earn 0-3 XP. On those exceptional nights, a character could earn 4 XP. And, if the character was involved in some of the best gaming of your gaming career, then award the character a whopping 5 XP.

Note that the GM can directly control the speed at which the characters improve by the amount of XP awarded each gaming session.

(Considering that two live, face-to-face Traveller sessions are played each (real-life) month, and characters are awarded an average of 2.5 XP each game night: characters using this system will improve 1-2 skill levels per (real) year.)









-------------------------------------------------
Example

One player plays two characters during the game: Reavan and Maelic. Eskhile is played by a second player.

Reavan did an excellent job during the game session. The player continually came up with creative ideas, and there was one moment of role playing the player did that changed the outcome of the session. The GM awards Reavan 4 XP.

The same player played Maelic, but since the player spent all of his time with Reavan during the game session, Maelic was actually "played" very little during the game. Since Maelic had no impact on the game session, the GM decides to award Maelic 0 XP.

The second player spent most of the session using his character, Eskhile, to support Reavan. Eskhile had a few moments too, during the game, to shine, but he was nothing compared to Reavan's portrayal. Based on this, the GM decides to award Eskhile 2 XP.
 
DRAWING ON EXPERIENCE


Characters may gain bonus DMs for important tasks that will be made during the game session if the character is successful in drawing on their experience.

In order to draw on his experience, a character must pass a simple check:


Drawing on Experience: 2D for XP or less


Throw 2D. If the total is equal to or less than the character's total amount of XP, then a +1DM is gained--a DM that can be used on a throw specified by the player.

Regardless of the outcome of the throw, pass or fail, the amount thrown on the dice is the number of XP burned in the attempt.

Larger bonuses are possible. For every +1DM bonus attempted, throw one extra die on the check. Thus, if a +3DM is attempted, then the throw is 4D for XP or less.









-------------------------------------------------
Example

Reavan has a total of 7 XP. Reavan's player is desperate as Reavan is in a fist fight that the character is loosing. The player wants to skew the initiative roll for the next combat round in Reavan's favor, hoping that Reavan will get to act first (the player is going to have Reavan run as fast as he can away from the threat).

Reavan's player, before throwing initiative, annouces that Reavan will draw on his experience in hopes of getting a -1DM (beneficial) on Reavan's initiative roll.

2D are thrown: 5, 5.

The total is 10. The check is not successful (7- needed to be rolled). And, all of Reavan's XP have been wiped out.

Reavan will have to take his chances with a normal initiative throw (no bonus gained due to drawing on experience).

Maelic, on his turn, sees Reavan's predicament and attempts to shoot Reavan's attacker with an AutoPistol. One more hit, and Reavan will be knocked unconscious (one stat at zero), so it is important to Maelic to make this shot.

Maelic decides to draw on his experience. Maelic has 15 XP, so Maelic's player decides to attempt to gain a +2DM on his AutoPistol attack roll.

Maelic rolls 3D for 15 or less: 3, 6, 1.

The total of the roll is 10, so Maelic has successfully drawn on his experience. Maelic will gain a +2DM on his next AutoPistol attack, and Maelic's XP is now reduced to 5 XP.
 
DRAWING ON EXPERIENCE


Characters may gain bonus DMs for important tasks that will be made during the game session if the character is successful in drawing on their experience.

In order to draw on his experience, a character must pass a simple check:


Drawing on Experience: 2D for XP or less


Throw 2D. If the total is equal to or less than the character's total amount of XP, then a +1DM is gained--a DM that can be used on a throw specified by the player.

Regardless of the outcome of the throw, pass or fail, the amount thrown on the dice is the number of XP burned in the attempt.

Larger bonuses are possible. For every +1DM bonus attempted, throw one extra die on the check. Thus, if a +3DM is attempted, then the throw is 4D for XP or less.









-------------------------------------------------
Example

Reavan has a total of 7 XP. Reavan's player is desperate as Reavan is in a fist fight that the character is loosing. The player wants to skew the initiative roll for the next combat round in Reavan's favor, hoping that Reavan will get to act first (the player is going to have Reavan run as fast as he can away from the threat).

Reavan's player, before throwing initiative, annouces that Reavan will draw on his experience in hopes of getting a -1DM (beneficial) on Reavan's initiative roll.

2D are thrown: 5, 5.

The total is 10. The check is not successful (7- needed to be rolled). And, all of Reavan's XP have been wiped out.

Reavan will have to take his chances with a normal initiative throw (no bonus gained due to drawing on experience).

Maelic, on his turn, sees Reavan's predicament and attempts to shoot Reavan's attacker with an AutoPistol. One more hit, and Reavan will be knocked unconscious (one stat at zero), so it is important to Maelic to make this shot.

Maelic decides to draw on his experience. Maelic has 15 XP, so Maelic's player decides to attempt to gain a +2DM on his AutoPistol attack roll.

Maelic rolls 3D for 15 or less: 3, 6, 1.

The total of the roll is 10, so Maelic has successfully drawn on his experience. Maelic will gain a +2DM on his next AutoPistol attack, and Maelic's XP is now reduced to 5 XP.
 
DRAWING ON EXPERIENCE ...1ST draft note


In order to prevent players from stocking up on XP (12 game sessions go by, and the character has averaged 2.5 XP per session...he has 30 XP!), and then unbalancing the game when a character makes a 6D check to draw on his experience, gaining a +5DM...

I am considering limiting the possible DM to the character's skill level.

In the example above, where Maelic gains a +2DM on his AutoPistol attack, Maelic would have to have AutoPistol-2 or higher in order to draw that far on his experience.

If he had AutoPistol-0, then drawing on experience is not an option.

A roll on something like initiative, as Raevan did above, could be limited to a character's Tactics skill...or even Leader skill (or maybe throws like that won't have limits).

This way, these bonus DMs are kept from unbalancing a Classic Traveller game.

...just a thought, but I'm considering it seriously.
 
DRAWING ON EXPERIENCE ...1ST draft note


In order to prevent players from stocking up on XP (12 game sessions go by, and the character has averaged 2.5 XP per session...he has 30 XP!), and then unbalancing the game when a character makes a 6D check to draw on his experience, gaining a +5DM...

I am considering limiting the possible DM to the character's skill level.

In the example above, where Maelic gains a +2DM on his AutoPistol attack, Maelic would have to have AutoPistol-2 or higher in order to draw that far on his experience.

If he had AutoPistol-0, then drawing on experience is not an option.

A roll on something like initiative, as Raevan did above, could be limited to a character's Tactics skill...or even Leader skill (or maybe throws like that won't have limits).

This way, these bonus DMs are kept from unbalancing a Classic Traveller game.

...just a thought, but I'm considering it seriously.
 
IMPROVEMENT ELLIGIBILITY


Whenever a Critical Success (UGM task roll) is obtained on a task, a tick mark is placed next to that skill on the character's sheet (looking at front sheet in my sig below, this tick mark is placed in the XP blank next to the skill).

This tick mark signifies that the skill is elligible for improvement (skills without tick marks are not elligible).

If a Critical Failure is later rolled on a task using that skill, then one tick mark is removed.

(The thought is: Critical Success is not easy to obtain using the UGM task system. The more tasks rolled using a specific skill, the more likely a CS will be obtained--making the skill elligible for improvement. In this way, this system improves skills that the character actually uses--unlike other experience systems where seldom used skills are "magically" improved even though the character has rarely used the skill. And, as a side benefit, this method limits which skills can be improved through experience--again keeping an eye on CT game balance.)
 
IMPROVEMENT ELLIGIBILITY


Whenever a Critical Success (UGM task roll) is obtained on a task, a tick mark is placed next to that skill on the character's sheet (looking at front sheet in my sig below, this tick mark is placed in the XP blank next to the skill).

This tick mark signifies that the skill is elligible for improvement (skills without tick marks are not elligible).

If a Critical Failure is later rolled on a task using that skill, then one tick mark is removed.

(The thought is: Critical Success is not easy to obtain using the UGM task system. The more tasks rolled using a specific skill, the more likely a CS will be obtained--making the skill elligible for improvement. In this way, this system improves skills that the character actually uses--unlike other experience systems where seldom used skills are "magically" improved even though the character has rarely used the skill. And, as a side benefit, this method limits which skills can be improved through experience--again keeping an eye on CT game balance.)
 
SKILL IMPROVEMENT


Instead of using XP as outlined in the Drawing on Experience method detailed above, a player can save his character's XP, using it to improve the character's skill level as described here.


Proceedure for Skill Improvement

1. First, a skill must be elligible for improvement (see above).

2. Second, a number of XP must be spent equal to the desired skill level x 10:


Required XP = Skill x 10


3. Third, an improvement check must be passed:


Skill Improvement = 2D + Skill + EXP Penalty for INT or less.


4. Lastly, a permanency check mus be passed, within a specified time period, for the skill increase to be permanent.


Skill Permanency = 2D + Skill + EXP Penalty for EDU or less.


This system embraces the Classic Traveller idea that characters can improve skills for a short time, but the improvement may or may not remain permanent. As stated on page 103 of the Traveller Book, "...additional training and dedicated practice with specific weapons may provide better [skill] levels on a temporary basis. Skilled marksmen achieve their best work when at the peak of their training."

This experience system embraces that idea by allowing first a skill improvement check and then requiring a skill permanency check within a specified time period.

The specified time period is a number of (in-game) weeks equal to the character's EXP score. Skill permanency, like skill improvement, requires a skill to be elligible for permanency. (It is wise to attempt skill improvement on a character once the character has two tick marks next to the skill, allowing both the skill improvement and skill permanency check to be made back-to-back.)

Additional XP can be used as a beneficial -DM on the throw above, and such may be required if the character has either a low INT or EDU score, or the EXP Penalty is high.









-------------------------------------------------
Example

Eskhile has earned and saved 43 XP. And, one Critical Success has been thrown on Eskhile's Computer skill previously (making the skill elligible for improvement).

Currently, Eskhile's skill is Computer-2. Remember, his stats are INT-7 and EDU-7. And, from above, his EXP Penalty is +8.

Eskhile's player wants to attempt to improve Eskhile's Computer skill at this time.

Step one of the skill improvement process was completed when the Critical Success was rolled on a Computer task in a previous game.

Step two of the process was completed when Eskhile earned 30 XP (the amount needed for Computer-3).

Now, Eskhile's player is attempting step 3. Eskhile must succeed on the skill improvement check: 2D +3 +8 for 7-.

Two dice are thrown. +3 is added for the new skill level. +8 is added for the EXP Penalty. And, the total must be less than or equal to Eskhile's INT-7.

Obviously, this throw cannot succeed, so Eskhile needs to spend more XP in order to lower the throw. Eskhile's 43 XP were reduced to 13 XP once the 30 XP were spent for the skill improvement attempt (step 2).

As it stands right now, Eskhile's roll is: 2D +11 for 7-.

If Exkhile spends 11 XP, he can reduce that roll to: 2D for 7-. This would leave him 3 XP (that he may need on his permanency roll in step 4), but, instead, he decides to bolster his skill improvement roll by two more points, leaving himself only 1 XP.

His decided roll for skill improvement is: 2D -2 for 7-.

Roll 2D: 3, 2

With an adjusted total of 3, the skill improvement roll is successful! Eskhile is now considered to have Computer-3.

But...

Eskhile's improvement to Computer-3 is not permanent until the skill permanency roll is made.

Eskhile's EXP is 14, therefore, in the next 14 weeks (game time), Eskhile must roll another Critical Success on his Computer skill in order to make the skill elligible (if he was smart, whe would have waited to attempt improvement once he had two CS tick marks next to his Computer skill).

Should the skill never become elligible, Eskhile's Computer skill will revert to Computer-2.

Or, if Eskhile does roll a CS on a Computer task, but then, before the permanency check is made, a Critical Failure is rolled on a Computer task, the elligibility tick mark will be removed.

But, for the sake of this example, let's say that, during the next 14 game weeks, Eskhile does roll a CS on his Computer skill. And, let's say, during those game sessions, he picks up another 9 XP (bringing his total to 10 XP). Once the Computer skill is elligible for the permanency check (and Eskhile's player believes he has enough XP to over come the DMs on the permanency throw), Eskhile can attempt the fourth and final step in improving his skill.

He makes the permanency check: 2D +3 +8 for 7-.

That's 2D +11 for EDU or less.

Eskhile has a total of 10 XP at this point. He decides to use it all to decrease his roll, so now, his roll is: 2D +1 for 7 or less.

If the roll is successful, Eskhile's skill of Computer-3 becomes permanent. If he fails, the skill reverts to Computer-2 (and a lot of XP has been spent).

Let's give Eskhile a break and say that he makes the check. He now has Computer-3, but his EXP Penalty is raised one point (he has a new skill level): EXP Penalty of +9.
 
SKILL IMPROVEMENT


Instead of using XP as outlined in the Drawing on Experience method detailed above, a player can save his character's XP, using it to improve the character's skill level as described here.


Proceedure for Skill Improvement

1. First, a skill must be elligible for improvement (see above).

2. Second, a number of XP must be spent equal to the desired skill level x 10:


Required XP = Skill x 10


3. Third, an improvement check must be passed:


Skill Improvement = 2D + Skill + EXP Penalty for INT or less.


4. Lastly, a permanency check mus be passed, within a specified time period, for the skill increase to be permanent.


Skill Permanency = 2D + Skill + EXP Penalty for EDU or less.


This system embraces the Classic Traveller idea that characters can improve skills for a short time, but the improvement may or may not remain permanent. As stated on page 103 of the Traveller Book, "...additional training and dedicated practice with specific weapons may provide better [skill] levels on a temporary basis. Skilled marksmen achieve their best work when at the peak of their training."

This experience system embraces that idea by allowing first a skill improvement check and then requiring a skill permanency check within a specified time period.

The specified time period is a number of (in-game) weeks equal to the character's EXP score. Skill permanency, like skill improvement, requires a skill to be elligible for permanency. (It is wise to attempt skill improvement on a character once the character has two tick marks next to the skill, allowing both the skill improvement and skill permanency check to be made back-to-back.)

Additional XP can be used as a beneficial -DM on the throw above, and such may be required if the character has either a low INT or EDU score, or the EXP Penalty is high.









-------------------------------------------------
Example

Eskhile has earned and saved 43 XP. And, one Critical Success has been thrown on Eskhile's Computer skill previously (making the skill elligible for improvement).

Currently, Eskhile's skill is Computer-2. Remember, his stats are INT-7 and EDU-7. And, from above, his EXP Penalty is +8.

Eskhile's player wants to attempt to improve Eskhile's Computer skill at this time.

Step one of the skill improvement process was completed when the Critical Success was rolled on a Computer task in a previous game.

Step two of the process was completed when Eskhile earned 30 XP (the amount needed for Computer-3).

Now, Eskhile's player is attempting step 3. Eskhile must succeed on the skill improvement check: 2D +3 +8 for 7-.

Two dice are thrown. +3 is added for the new skill level. +8 is added for the EXP Penalty. And, the total must be less than or equal to Eskhile's INT-7.

Obviously, this throw cannot succeed, so Eskhile needs to spend more XP in order to lower the throw. Eskhile's 43 XP were reduced to 13 XP once the 30 XP were spent for the skill improvement attempt (step 2).

As it stands right now, Eskhile's roll is: 2D +11 for 7-.

If Exkhile spends 11 XP, he can reduce that roll to: 2D for 7-. This would leave him 3 XP (that he may need on his permanency roll in step 4), but, instead, he decides to bolster his skill improvement roll by two more points, leaving himself only 1 XP.

His decided roll for skill improvement is: 2D -2 for 7-.

Roll 2D: 3, 2

With an adjusted total of 3, the skill improvement roll is successful! Eskhile is now considered to have Computer-3.

But...

Eskhile's improvement to Computer-3 is not permanent until the skill permanency roll is made.

Eskhile's EXP is 14, therefore, in the next 14 weeks (game time), Eskhile must roll another Critical Success on his Computer skill in order to make the skill elligible (if he was smart, whe would have waited to attempt improvement once he had two CS tick marks next to his Computer skill).

Should the skill never become elligible, Eskhile's Computer skill will revert to Computer-2.

Or, if Eskhile does roll a CS on a Computer task, but then, before the permanency check is made, a Critical Failure is rolled on a Computer task, the elligibility tick mark will be removed.

But, for the sake of this example, let's say that, during the next 14 game weeks, Eskhile does roll a CS on his Computer skill. And, let's say, during those game sessions, he picks up another 9 XP (bringing his total to 10 XP). Once the Computer skill is elligible for the permanency check (and Eskhile's player believes he has enough XP to over come the DMs on the permanency throw), Eskhile can attempt the fourth and final step in improving his skill.

He makes the permanency check: 2D +3 +8 for 7-.

That's 2D +11 for EDU or less.

Eskhile has a total of 10 XP at this point. He decides to use it all to decrease his roll, so now, his roll is: 2D +1 for 7 or less.

If the roll is successful, Eskhile's skill of Computer-3 becomes permanent. If he fails, the skill reverts to Computer-2 (and a lot of XP has been spent).

Let's give Eskhile a break and say that he makes the check. He now has Computer-3, but his EXP Penalty is raised one point (he has a new skill level): EXP Penalty of +9.
 
Final Thoughts ...to 1st Draft


... For ease of play, the game date can be written in the skill XP blank to keep track of when the chance at a skill permanency check expires.


... Specific classroom training, or target practice, or sitting the pilot's station with a trained pilot over your shoulder, giving you instruction, can lead to specific XP gain by a character.

For example, let's say that Eskhile, in the example above, failed his permanency check. His skill reverted to his original level of Computer-2.

Maybe, at the next port, Eskhile attends a 3 month advanced computer class. Game time passes while Eskhile is away, studying computer stuff. The GM decides that this 3 month class is worth specific XP that is usable for the Computer skill only (this XP would be recorded in the Computer skill's XP blank).

The GM decides that Eskhile will roll a 2D EDU check for each month the character attends the class (3 months equals 3 rolls). A number of specific XP is gained on Eskhile's Computer skill equal to the difference between the roll and Eskhile's EDU.

So, three 2D rolls are made: 5, 2, 3. Eskhile would pick up 11 XP specific to Computer skill, and this 11 XP would be recorded on Eskhile's sheet, next to the skill.

When Eskhile earns enough additional XP, using the normal method, to attempt to raise his Computer skill again, Eskhile can consider this 11 XP when making his rolls.


... All default skills can use this method to improve Level-0 skills.


... Skills that require specific training (non-default skills like pilot or engineering) will require some classroom/study/computer-taught/mentor-lesson time (and possible specific XP may result).


... Taking the entire system a step further, some of a character's attributes (not SOC or INT) could be improved using a similar method. Instead of skill level x 10 required XP, it would be stat level x 10 required XP. In this case, the improvement roll would be based on whichever stat is being increased (improving DEX would require a DEX based improvement roll). But, the permanency roll would be based on INT (for the character's determination). EXP Penalty would apply to these rolls. Elligibility would be determined by the GM.


... Should the skill improvement/permanency rolls be reversed? Have the EDU based throw first (the character's ability to learn something new), and have the INT based throw second (his determination to use and remember what he's learned).

I'm thinking maybe that those two rolls should be reversed.


... I'm also thinking that a period of time in between the two rolls is required--that two CS's on a skill will not allow someone to roll the improvement roll and then the permanency roll back-to-back (in official CT, the time period between the two is 4 game years!).
 
Final Thoughts ...to 1st Draft


... For ease of play, the game date can be written in the skill XP blank to keep track of when the chance at a skill permanency check expires.


... Specific classroom training, or target practice, or sitting the pilot's station with a trained pilot over your shoulder, giving you instruction, can lead to specific XP gain by a character.

For example, let's say that Eskhile, in the example above, failed his permanency check. His skill reverted to his original level of Computer-2.

Maybe, at the next port, Eskhile attends a 3 month advanced computer class. Game time passes while Eskhile is away, studying computer stuff. The GM decides that this 3 month class is worth specific XP that is usable for the Computer skill only (this XP would be recorded in the Computer skill's XP blank).

The GM decides that Eskhile will roll a 2D EDU check for each month the character attends the class (3 months equals 3 rolls). A number of specific XP is gained on Eskhile's Computer skill equal to the difference between the roll and Eskhile's EDU.

So, three 2D rolls are made: 5, 2, 3. Eskhile would pick up 11 XP specific to Computer skill, and this 11 XP would be recorded on Eskhile's sheet, next to the skill.

When Eskhile earns enough additional XP, using the normal method, to attempt to raise his Computer skill again, Eskhile can consider this 11 XP when making his rolls.


... All default skills can use this method to improve Level-0 skills.


... Skills that require specific training (non-default skills like pilot or engineering) will require some classroom/study/computer-taught/mentor-lesson time (and possible specific XP may result).


... Taking the entire system a step further, some of a character's attributes (not SOC or INT) could be improved using a similar method. Instead of skill level x 10 required XP, it would be stat level x 10 required XP. In this case, the improvement roll would be based on whichever stat is being increased (improving DEX would require a DEX based improvement roll). But, the permanency roll would be based on INT (for the character's determination). EXP Penalty would apply to these rolls. Elligibility would be determined by the GM.


... Should the skill improvement/permanency rolls be reversed? Have the EDU based throw first (the character's ability to learn something new), and have the INT based throw second (his determination to use and remember what he's learned).

I'm thinking maybe that those two rolls should be reversed.


... I'm also thinking that a period of time in between the two rolls is required--that two CS's on a skill will not allow someone to roll the improvement roll and then the permanency roll back-to-back (in official CT, the time period between the two is 4 game years!).
 
The improvement rate seems very low, 1 or 2 skill levels within 1 real year. Almost not worth keeping track of. :( Otherwise like the way you've set it out. I guess the suggestion would be to up the reward some.
 
The improvement rate seems very low, 1 or 2 skill levels within 1 real year. Almost not worth keeping track of. :( Otherwise like the way you've set it out. I guess the suggestion would be to up the reward some.
 
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