Originally posted by Sigg Oddra:
The rate of skill improvement is way too high
Originally posted by Ptah:
What I would like to see in an xp approach then is a non-linear cost structure that promotes raising skills from 1 to 2 as fairly easy (once per 4 game sessions for example) much more infrequently for 2 to 3 if you save your points(once per 8 game session). Going from 0 to 1 would be at least as hard as going from 2 to 3. Here's an example chart with relative cost values.
Current Skill......Relative Cost for 1 point Increase
0.......................6
1.......................2
2.......................4
3.......................8
4.......................16
5.......................32
Both very good comments by Ptah and Sig, and I've taken them to heart.
I'm just noodling here, trying to come up with the best XP system for CT.
Here's an outline of a slightly different system that is simple--and something I think will satisfy both comments above--
(1) XP is awarded each game session as described earlier in this thread (0-5 points per character per game session).
(2) Drawing on experience is allowed (and
may be limited to a character's skill level to ensure abuse doesn't happen).
(3) There are two ways to increase skills: by Experience or by Instruction. Experience is experience "in the field". Instruction is some type of learning by instruction (be it via an instructor, reading a book, practicing, computer simulation, whatever).
I'll cover learning by instruction later. Let's focus on learning by experience here.
(4) In learning by Expereince, only skills the character already has can be improved. But, each character as many, many Level-0 default skills not included on his sheet (like every weapon skill). So, all default skills can be improved from Skill-0 to Skill-1 and higher by Experience.
New skills (of the non-default variety) can only be learned via Instruction (or some combination of instruction and experience). These are skills that require advanced training--thinks like Pilot, Engineering, Medical, Swimming, etc.
Consider all that...and here are the rules I'm thinking will satisfy CT.
(This applies to learning by experience only.)
A Critical Success thrown on a skill makes it elligible for improvement. Place a tick mark next to the skill to denote that it is elligible. Skills that are not elligible cannot be improved through experience (but they will be made elligible once a CS is thrown using the skill).
Once a skill is ellibile, the character must do two things: Spend XP in order to attempt a skill improvement, and be successful on a roll.
In order to satisfy Sig's comment above: No matter how much XP a character has, only skills that have elligiblity can be improved via experience.
And, the roll to improve the skill will be very, very hard. There will be many, many attempts at improving the skill, over the character's lifetime, before the skill is actually improved.
In order to satisfy Ptah's comment above: The XP cost for improvement will increase exponentially with each skill level.
So, how does a skill improve via Experience?
(1) Skill must be elligible (from previously rolling a CS on the skill).
(2) XP Cost to attempt improvement is based on the current skill level. XP cost for a Level-1 skill is on a 1-1 ratio. XP cost for a Level-2 skill is on a 2-1 ratio. XP cost for a Level-3 skill is on a 3-1 ratio, etc.
(3) The character's Experience Penalty increases the cost of each
point of XP used to make the throw to improve the skill.
(4) The throw to increase a character's skill is to roll a number of dice equal to the current skill level, and the result on the throw must be all 1's.
Example:
Jack wants to improve his computer skill. He's got INT-7 and EDU-4, but his total skill levels are 14. So, Jacks got an experience penalty of +3.
His current Computer skill is Computer-2.
Therefore, the cost, in XP, to attempt improvement of that skill is 10 XP.
How did I get that number? He needs two points to attempt improvement. Each point costs 2 XP. That would normally be a total of 4 XP, but he's got a +3 XP penalty for each point--making it a total of 5 XP per point. He needs 2 points (Computer-2), so that's 10 XP.
(I know this is confusing, and I'm not explaining it well--I'm brainstorming as I write this.)
Now that Jack has spent the XP, he gets a roll. He rolls 2D, and the only way to improve the skill is to roll snake-eyes.
This won't happen very often. So, Jack will spend XP after XP, earning throws for improvement, until, finally, in his gaming life, he impoves his Computer-2 to Computer-3.
Let's do one more example.
Fred, INT-6 EDU-5, has a total of 10 skill levels, so he has no EXP Penalty.
He's got AutoPistol-1, and he's rolled a CS on the skill during a previous game.
He needs to come up with 1 learning point, and the cost of 1 learning point in XP is on a 1-1 ratio. So, 1 XP = 1 learning point.
If Fred spends 1 XP (and the skill is elligible due to the CS that was rolled on the skill), then Fred may attempt to improve the skill.
He rolls 1D, and the only result that will improve his skill is a total of 1.
I'm thinking new skills, as Ptah has suggested above, might be on a 10-1 ratio (costing 10 XP to attempt a raise from Skill-0 to Skill-1.
Or, maybe a new skill, at Skill-0 is on a 10-1 ratio, and the learning point cost is equal to the new skill level instead of the current skill level.
Does this make sense to anyone.
I think I'll have to re-explain myself in clearer language.