In CT you can attempt most 'skill use' with either no penalty or a minor penalty - very few skills are listed as can't be attempted if skill is not known.
I'm not sure what you're getting at.
In CT you can attempt most 'skill use' with either no penalty or a minor penalty - very few skills are listed as can't be attempted if skill is not known.
Erm... yeah, I forgot about T20. But I was turned off by T20 in that it was my impression that Exp would be rewarded as per AD&D; i.e. the T20 would level up as opposed to what I've proposed here.
Again, my stuff's packed away, so I can't double check the T20 rules to make sure.
Can someone comment?
Just because you don't have a skill in CT it doesn't mean you can't attempt the skill task. You sometimes suffer a penalty - like the -4 for not having a weapon skill - and some skills prohibit you from trying unless you have at least one skill level.I'm not sure what you're getting at.
How do they know how to even attempt to pilot a ship or fire its weapons with no skills?Interesting. My D&D-ish proposal is to let them start with nothing or a skill-0 in some number of things, and then as the characters are actually played, then award Experience like D&D such that it can be rewarded for piloting, fixing broken mechanical things, shooting targets in the course of adventuring (not target practice), stalking game, tracking down criminals, operating starship weapons and so forth.
D&D characters start at level 1 with training in their class, many years of training in some cases.With D&D you have a character who might start off with some clothes, some rudimentary armor, and a weapon or two. He's essentially a Traveller barbarian. The difference between him and a young Traveller character are their life paths.
Again. unless you have basic training in such systems or the systems themselves are so automated and easy to use all you are doing is pushing a button or two, your initial attempts at piloting, gunnery, repairing a fusion power plant should be doomed to failure.Where the D&D character get rewarded for killing bad guys and avoiding traps, the Traveller character would get Exp for operating jump drives, driving air rafts (or grav vehicles) and so forth.
Provided that it takes the same amount of in game time to gain skills as it does during character generation then its a good idea.The D&D character would "level up".
The Traveller character would get either a new skill, an increase in a skill, or a boost to their attributes.
What do you think?
T20 awarded XP for achieving story goals as well as the standard D&D 3.5 reasons for XP.Erm... yeah, I forgot about T20. But I was turned off by T20 in that it was my impression that Exp would be rewarded as per AD&D; i.e. the T20 would level up as opposed to what I've proposed here.
Again, my stuff's packed away, so I can't double check the T20 rules to make sure.
Can someone comment?
Not quite double- since skill level costs are non-linear... (p 117)You can port over the Rookie Template concept from Mekton Zeta to cover this kind of chargen and advancement. Basically, each template has a themed set of skills, and Rookie characters advance in-play at twice the rate of Professional characters (who have a Traveller-ish generation method).
There might be some experience awarded to Roy for manning the engineering section during any space combat, and he'd certainly get some Exp for being in a firefight if there were any boarders.
Not quite double- since skill level costs are non-linear... (p 117)
Not really Traveller-ish. More like that of Space 1889... while there is a little push your luck for professionals, the odds of actually losing attributes from packages is pretty slim...
3/10 on table Q. Chances of hitting table Q, 1/10 for non-dangerous, or 3/10 for dangerous. So, 9% or 3% (roughly, equivalent to a 4+ or a 3+ survival)... and no other age effects...
It's the most travelleresque of the Interlock System lifepaths... but it's still not terribly close.
My take: I really dislike this kind of experience system. Roy should gain more experience from working on starship drives for six months in boring, routine operation than he will from one short encounter with pirates. And if you want to improve your shooting, you go to the range; as one old Army training manual put it, "marksmanship deteriorates significantly in combat."
That kind of system is oriented towards rewarding adventure goals but motivates the "kill the monster to level up" mindset, as others pointed out.
Reality is that for many skills where level-0 is required to avoid negative DMs (e.g. gun combat), level-0 is easily obtained. So the 18-yo character is not at a huge disadvantage except that he doesn't know anything ... which is the penalty you pay for choosing to play a character who doesn't know anything.
My solution for the 18 yo character is to start him with level-0 in a small number of applicable skills, or even level-1 in one or two skills (vehicle, computer, depending on background) and then let him learn. In chargen, you get (assuming CT books 4-7 rules) one or two skills a year. You have to campaign for some time to learn anything.
Finally, I object to the notion that a 3-term veteran at age 30 is "old" or has "retired."![]()
My take: I really dislike this kind of experience system. Roy should gain more experience from working on starship drives for six months in boring, routine operation than he will from one short encounter with pirates. And if you want to improve your shooting, you go to the range; as one old Army training manual put it, "marksmanship deteriorates significantly in combat."
That kind of system is oriented towards rewarding adventure goals but motivates the "kill the monster to level up" mindset, as others pointed out.
Reality is that for many skills where level-0 is required to avoid negative DMs (e.g. gun combat), level-0 is easily obtained. So the 18-yo character is not at a huge disadvantage except that he doesn't know anything ... which is the penalty you pay for choosing to play a character who doesn't know anything.
My solution for the 18 yo character is to start him with level-0 in a small number of applicable skills, or even level-1 in one or two skills (vehicle, computer, depending on background) and then let him learn. In chargen, you get (assuming CT books 4-7 rules) one or two skills a year. You have to campaign for some time to learn anything.
Finally, I object to the notion that a 3-term veteran at age 30 is "old" or has "retired."![]()
I agree here. Experience should be based on repeated use of the skill either through practice, study, or actual hands on doing. Skill levels should increase in terms of what you need to get them exponentially.
It should be fairly easy to get a skill level of 0 or 1 but if you don't practice / study / use that skill daily then you'll never get to a 4 or 5 level of it.
I'd add that skills that you rarely use will degrade with time too. I can't see someone with say a 3 in sword fighting keeping that skill level if they never use it. With time they'd fall to a default of 1 in it.
Bonuses could be given for success in doing more difficult tasks toward that skill. An engineer that fixes a badly damaged system successfully gets a much bigger bonus towards skill development than one that just does routine maintenance.
If it didn't complicate things too much, having each skill rated by practice, study, and practical hands on experience would be the way to go. Some might be obtained simply by study. Others might be by practice, while there would be those that require experience as their major component.
Unlike D & D, Traveller has a skills range that includes stuff beyond combat. Having a character in your group who is skilled at cooking, or fixing gear, or doing bureaucratic paperwork all have their uses (or should).
While you can certainly have a combat focused game or scenario, I've found more fun in having the group do other things besides just shoot stuff.