Originally posted by hirch duckfinder:
In addition, how about allowing a throw of 7+, DM +Level for skills (including weapons) at the end of any sufficiently long adventure or game sesssion to increase the skill level if it was used successfully in a difficult situation or in a way that furthered the plot?
----- i dont like the throw idea ; skill imrovement isn't really chance . you can learn from mistakes as much as success . i prefer to award 1/10th or 1/5th of a point for appropriate attempted use of a skill under ( genuine ) pressure , or just use common sense . ( working in a vac suit every day for three months . not massive pressure but you are bound to improve a from 0-1 or 1-2 . obviously the higher your skill level , the harder to improve , so if you start at vac-4 you may not improve in three months unless there is a pressure situation )
You make some good points. Not that skill throws necessarily represent chance - they could represent dedication or other such things - but there's some truth in what you said.
So, perhaps a better system would be to award 1/10th point for every two weeks spent in training or for every use of the skill under pressure, and require a number of points equal to the next higher level, or just one-tenth for a skill level of zero. This should work for increasing ability scores, as well (except Social Standing).
Miliitary types would have a lot of training when they're not on missions and a lot of "pressureful" (is that a word?) situations when they are. Merchants would be constantly dealing with haggling, speculating, outrunning/outgunning pirates, etc. Scouts would be in pressured situations a good bit, too, due to the nature of their work. And the rest would mostly be doing their job, and not in really pressured situations, so they wouldn't get as many. OK.
What kind of bonus to skills do you think would need to be added in character generation to bring it inline with this advancement system?
Alternatively (heh heh) you could (heh heh) change the way that characters receive skills in the first place:
Each term, characters get an additional 2.6 experience points (that's one full year of training). Add 2.6 if it is the first term (or if you are a scout), +2.6 if you get commissioned, and +2.6 if you get promoted.
Players can roll for skills each term, subtracting the experience required to get it (1.1 for each new skill, of course), as many times as they can until they roll a skill that would require more experience than they have for the next level. After that is rolled, all experience from future terms will be placed toward it until it has been bought.
How does that sound? I think that advancement and prior service should be more or less the same system.