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Experience

I'm still trying to bubble up an experience system for CT.

The system in CT is a bit useless (8 years to go up one level!), but I'd like to stick close to the idea presented in that section of the CT rules (maybe average one skill per game year).

Does anybody have some good experience rules they'd like to share? I'm looking for ideas.

What experience system do you use in your game?
 
I'm still trying to bubble up an experience system for CT.

The system in CT is a bit useless (8 years to go up one level!), but I'd like to stick close to the idea presented in that section of the CT rules (maybe average one skill per game year).

Does anybody have some good experience rules they'd like to share? I'm looking for ideas.

What experience system do you use in your game?
 
Arrr... you using basic chargen or expanded?

I base skill and stat improvement on the rates in chargen. If you get one skill every four years, then you can improve a skill or characteristic by one point every four years.

Painful. Which is why I don't do much basic CT chargen nowadays.
 
Arrr... you using basic chargen or expanded?

I base skill and stat improvement on the rates in chargen. If you get one skill every four years, then you can improve a skill or characteristic by one point every four years.

Painful. Which is why I don't do much basic CT chargen nowadays.
 
Well.

Given the usual length of an actual set of Traveller adventures in my experience, one seldom gets anywhere near 4 years - so the LBB2 process is really more an indication of "what's the character's real focus nowadays."

CT's initial stance was that the stat development, the skill development, was basically behind the character and that experience was the realm of the player - the player improves the way he/she plays the character. A wargamery approach...

Advanced chargen and the instruction skill altered that model by a lot.

Currently, I'm setting up a LBB123 universe, and I'm sticking with the Book 2 model for good or ill.
 
Well.

Given the usual length of an actual set of Traveller adventures in my experience, one seldom gets anywhere near 4 years - so the LBB2 process is really more an indication of "what's the character's real focus nowadays."

CT's initial stance was that the stat development, the skill development, was basically behind the character and that experience was the realm of the player - the player improves the way he/she plays the character. A wargamery approach...

Advanced chargen and the instruction skill altered that model by a lot.

Currently, I'm setting up a LBB123 universe, and I'm sticking with the Book 2 model for good or ill.
 
You could always use a system of keeping track of uses; on the end of the year, player picks one, and rolls 2d for uses or less...

CT Basic CG ranges from 1 skill per term to 6 per term. The median is 2, and the mode is 2 (mostly due to the scout service), with a mean about 2.3. (I did the math 4 computers ago... it's well and truly lost...)

Understanding stats better now, I should really redo the math...

This means that 1 skill per year having a chance to go up, plus the possibility of schooling, works well for keeping the right rates, provided that the chance is not too high any given year.
 
You could always use a system of keeping track of uses; on the end of the year, player picks one, and rolls 2d for uses or less...

CT Basic CG ranges from 1 skill per term to 6 per term. The median is 2, and the mode is 2 (mostly due to the scout service), with a mean about 2.3. (I did the math 4 computers ago... it's well and truly lost...)

Understanding stats better now, I should really redo the math...

This means that 1 skill per year having a chance to go up, plus the possibility of schooling, works well for keeping the right rates, provided that the chance is not too high any given year.
 
All I can say on the topic comes from my own real world experience of postdocing. Every time I moved to a new lab, it was to a new area of research (although always under the umbrella of molecular biology and bioinformatics). What I found was that it took me about 2 years to feel truly competent in the new area. I've heard exactly the same thing from numerous postdocs I worked with. Therefore, my gut feeling is that a new skill level should come every two years. Nothing more formal than that.
 
All I can say on the topic comes from my own real world experience of postdocing. Every time I moved to a new lab, it was to a new area of research (although always under the umbrella of molecular biology and bioinformatics). What I found was that it took me about 2 years to feel truly competent in the new area. I've heard exactly the same thing from numerous postdocs I worked with. Therefore, my gut feeling is that a new skill level should come every two years. Nothing more formal than that.
 
Originally posted by Aramis:
This means that 1 skill per year having a chance to go up, plus the possibility of schooling, works well for keeping the right rates, provided that the chance is not too high any given year.
My "hybrid" CharGen system probably has a slightly higher avarage; I'd give one character ONE roll on a table of his choice (from the closest career to what the PCs are doing in the adventure) per year, plus allowing character to use the Instruction skill AND to take courses (essentially study with an NPC with an instruction skill; double time due to group-learning rather than personal schoolarship) and take "pre-enlistment" options during play (though most require major downtime - one to four years). None is fast, but each point of Traveller skill is a BIG difference, and it seems quite realistic time-wise.

And is it just me or are "experience point" contrary to the "spirit" of CT?
 
Originally posted by Aramis:
This means that 1 skill per year having a chance to go up, plus the possibility of schooling, works well for keeping the right rates, provided that the chance is not too high any given year.
My "hybrid" CharGen system probably has a slightly higher avarage; I'd give one character ONE roll on a table of his choice (from the closest career to what the PCs are doing in the adventure) per year, plus allowing character to use the Instruction skill AND to take courses (essentially study with an NPC with an instruction skill; double time due to group-learning rather than personal schoolarship) and take "pre-enlistment" options during play (though most require major downtime - one to four years). None is fast, but each point of Traveller skill is a BIG difference, and it seems quite realistic time-wise.

And is it just me or are "experience point" contrary to the "spirit" of CT?
 
>And is it just me or are "experience point"
>contrary to the "spirit" of CT?

No: I think you're right. And in terms of LBB123, not just the spirit but the letter.
 
>And is it just me or are "experience point"
>contrary to the "spirit" of CT?

No: I think you're right. And in terms of LBB123, not just the spirit but the letter.
 
Agreed, EP's ala T&T, D&D, and Palladium are counter to it. It is the strongest single issue with T20.

That being said, I was advocating skill-based tracking; that which one used most gets the nod... maybe.
 
Agreed, EP's ala T&T, D&D, and Palladium are counter to it. It is the strongest single issue with T20.

That being said, I was advocating skill-based tracking; that which one used most gets the nod... maybe.
 
I'm thinking something along these lines:

Using the character's "experience" score, as defined in CT as a character's INT + EDU.

At the end of each game session, put the players in order, first to last.

The player who had the most impact on the game session (role playing, great ideas, whatever) takes first position, and the others trail out accordingly.

This should be presented as a friendly competitive spirit--not a discouraging element in the game. Have everybody vote on the places, if that will help.

A player in first position gets 6 points to divy up among his character(s). A player in second position gets 5 points, and so on down the line, minimizing out at 1 point.

If the player in first position has two characters, he'll weight his points accordingly. So, if he played one more than the other, he might add 4 points to the main character he played and 2 points to the other.

Once the points are awarded, a roll is made, based on the character's experience score (INT + EDU).

Roll 4D for Experience or less.

The number of XP awarded is the difference between the roll and the character's experience score.

We add the position points (awarded each game session, as described above) to this number.

Example--

If a character has 7 INT and 7 EDU, his experience score is 14.

If this character's player took third position in the night's gaming session, then the number used for the roll is 14 + 4 = 18.

Roll 18 or less on 4D.

The character is awarded a number of point equal to the difference of the roll and 18.

If the roll is 18+, then no XP are awarded.

This will create a pool of points based on (A) the player's play, (B) the character's INT, and (C) the character's EDU.

-------------------------------

I haven't quite figured out how I'm going to spend these points, but here are the broad strokes:

-- Every time critical success is rolled on a skill, make a tick mark next to the skill. Each critical success makes the skill elligible for improvement through experience.

-- The experience point cost will be something like 10 x Skill Level. A roll will be made, and if the roll is successful, the skill will go up. If the roll is not successful, the skill will not go up, and the XP are lost.

-- There will be two rolls for improvement: One based on INT as a "determination" roll, and another roll to finalize the skill increase sometime later, based on EDU (which is akin to official CT).

-- Skills can be improved via experience, and this is determined by the Critical Success tick marks above. But, a skill can also be increased, or a new skill obtained, via study and practice. This will involved some amount of time required, based on skill level desired, and rolls similar to those hinted at above.

Like I said, these are broad strokes, but this is where my head is at right now.
 
I'm thinking something along these lines:

Using the character's "experience" score, as defined in CT as a character's INT + EDU.

At the end of each game session, put the players in order, first to last.

The player who had the most impact on the game session (role playing, great ideas, whatever) takes first position, and the others trail out accordingly.

This should be presented as a friendly competitive spirit--not a discouraging element in the game. Have everybody vote on the places, if that will help.

A player in first position gets 6 points to divy up among his character(s). A player in second position gets 5 points, and so on down the line, minimizing out at 1 point.

If the player in first position has two characters, he'll weight his points accordingly. So, if he played one more than the other, he might add 4 points to the main character he played and 2 points to the other.

Once the points are awarded, a roll is made, based on the character's experience score (INT + EDU).

Roll 4D for Experience or less.

The number of XP awarded is the difference between the roll and the character's experience score.

We add the position points (awarded each game session, as described above) to this number.

Example--

If a character has 7 INT and 7 EDU, his experience score is 14.

If this character's player took third position in the night's gaming session, then the number used for the roll is 14 + 4 = 18.

Roll 18 or less on 4D.

The character is awarded a number of point equal to the difference of the roll and 18.

If the roll is 18+, then no XP are awarded.

This will create a pool of points based on (A) the player's play, (B) the character's INT, and (C) the character's EDU.

-------------------------------

I haven't quite figured out how I'm going to spend these points, but here are the broad strokes:

-- Every time critical success is rolled on a skill, make a tick mark next to the skill. Each critical success makes the skill elligible for improvement through experience.

-- The experience point cost will be something like 10 x Skill Level. A roll will be made, and if the roll is successful, the skill will go up. If the roll is not successful, the skill will not go up, and the XP are lost.

-- There will be two rolls for improvement: One based on INT as a "determination" roll, and another roll to finalize the skill increase sometime later, based on EDU (which is akin to official CT).

-- Skills can be improved via experience, and this is determined by the Critical Success tick marks above. But, a skill can also be increased, or a new skill obtained, via study and practice. This will involved some amount of time required, based on skill level desired, and rolls similar to those hinted at above.

Like I said, these are broad strokes, but this is where my head is at right now.
 
Originally posted by WJP:
What experience system do you use in your game?
I stick to LBB2, but because I use the special duty and rule of 4, characters usually have a few more skills from character generation - usually 3 per term.
So I allow characters to choose more than one of the experience options per game year so that the rate of improvement matches that of character generation.

If you look at the choices available to a character, they are:

Education increase - by correspondence course

Weapon Expertise - training regime

Skill Improvement - training regime

Physical Fitness - training regime

Instead of choosing one of the above I allow them to choose two. They can change them over the course of a few months if they so desire, but they'd lose the benefits unless they stick with the full program.

I also handle the dedication throw a bit differently.

If more than one player in a group chooses the same training option then they can work together, and get a bonus to make the dedication throw.
 
Originally posted by WJP:
What experience system do you use in your game?
I stick to LBB2, but because I use the special duty and rule of 4, characters usually have a few more skills from character generation - usually 3 per term.
So I allow characters to choose more than one of the experience options per game year so that the rate of improvement matches that of character generation.

If you look at the choices available to a character, they are:

Education increase - by correspondence course

Weapon Expertise - training regime

Skill Improvement - training regime

Physical Fitness - training regime

Instead of choosing one of the above I allow them to choose two. They can change them over the course of a few months if they so desire, but they'd lose the benefits unless they stick with the full program.

I also handle the dedication throw a bit differently.

If more than one player in a group chooses the same training option then they can work together, and get a bonus to make the dedication throw.
 
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