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home grown rules revisions

one problem with ct is the lack of skills development . this seems unfeasable as surely practice improves competence .

my house solution is to award 1/5th point for each use of a skill under pressure ( in an adventure situation ) until 1 skill point has been gained - and 1/10th thereafter .

of course this is all at ref's descretion - depending on circumstances and pressure involved . different skills work on different time scales e.g. three months working wearing a vac suit may increase skill by 1 . one very dangerous gun battle may do likewise .

anyone got any other rules ideas on this or other topics ?
 
one problem with ct is the lack of skills development . this seems unfeasable as surely practice improves competence .

my house solution is to award 1/5th point for each use of a skill under pressure ( in an adventure situation ) until 1 skill point has been gained - and 1/10th thereafter .

of course this is all at ref's descretion - depending on circumstances and pressure involved . different skills work on different time scales e.g. three months working wearing a vac suit may increase skill by 1 . one very dangerous gun battle may do likewise .

anyone got any other rules ideas on this or other topics ?
 
For gaining skills while adventuring, I just treated the characters like they were still in a service. So, treat them like they are still in the merchants (which, effectively, they are if running a merchant campaign) or others.

Or, if you want to do things really simply, just award them a skill every two years of active adventuring (a la the scouts), or every four years of inactivity.

No, they don't improve very quickly, but then they didn't accumulated them very quickly, either. (In game time.)
 
For gaining skills while adventuring, I just treated the characters like they were still in a service. So, treat them like they are still in the merchants (which, effectively, they are if running a merchant campaign) or others.

Or, if you want to do things really simply, just award them a skill every two years of active adventuring (a la the scouts), or every four years of inactivity.

No, they don't improve very quickly, but then they didn't accumulated them very quickly, either. (In game time.)
 
We allways saved our credits then hit an industrial world for 8 weeks "downtime". Two weeks to find Instructors (Book 4), six weeks for a course of study. Sometimes longer if a character needed to heal-up.

We used the Azhanti High Lightning/Striker combat rules, except at 1/4 Effective Range you hit on a 6+.

Also we let you muster out and enlist in another career during character generation. DM was -1 for evey term served, +1 for appropriate skills.
 
We allways saved our credits then hit an industrial world for 8 weeks "downtime". Two weeks to find Instructors (Book 4), six weeks for a course of study. Sometimes longer if a character needed to heal-up.

We used the Azhanti High Lightning/Striker combat rules, except at 1/4 Effective Range you hit on a 6+.

Also we let you muster out and enlist in another career during character generation. DM was -1 for evey term served, +1 for appropriate skills.
 
I like the ideas in previous posts. The thing I have had some fun with as a referee is having characters state desired skill improvements. I have an active player who mustered out with medic-3 which is MD and awesome in my opinion. He stated that he had a burning desire to go to medic-4 so I made it part of his adventure. I also require players who have skill level 0 to use the skill and after time and instruction it goes to level-1 permanantly. The same character had ships boat-0 so he was working part time at the port as a co-pilot on a modular cutter and the pilot was an instructor over time and an orbital adventure where he rendered aid to a vessel in distress and bravely saved a person he was awarded his ships boat-1. I know this sounds simple but it was actully quite fun and the player actually earned the skills in a way he coud relate to after the fact.
 
I like the ideas in previous posts. The thing I have had some fun with as a referee is having characters state desired skill improvements. I have an active player who mustered out with medic-3 which is MD and awesome in my opinion. He stated that he had a burning desire to go to medic-4 so I made it part of his adventure. I also require players who have skill level 0 to use the skill and after time and instruction it goes to level-1 permanantly. The same character had ships boat-0 so he was working part time at the port as a co-pilot on a modular cutter and the pilot was an instructor over time and an orbital adventure where he rendered aid to a vessel in distress and bravely saved a person he was awarded his ships boat-1. I know this sounds simple but it was actully quite fun and the player actually earned the skills in a way he coud relate to after the fact.
 
Medic Skill IMTU. I use a special rule IMTU with medic skill. Anyone who has Medic skill automatically gets small blade at one point less than their medic skill. This is based on the fact that even basic medical training involves anatomy and anyone who eats can use a knife... Therefore a person who has medic-1 IMTU also has Small Blade-0....

My two cents...
 
Medic Skill IMTU. I use a special rule IMTU with medic skill. Anyone who has Medic skill automatically gets small blade at one point less than their medic skill. This is based on the fact that even basic medical training involves anatomy and anyone who eats can use a knife... Therefore a person who has medic-1 IMTU also has Small Blade-0....

My two cents...
 
Than person who use computer alot can incress computer skill by reading book's and magine's on computer use and plus you can have than easier time learn than new computer programming lang by know one computer lang already.
 
Than person who use computer alot can incress computer skill by reading book's and magine's on computer use and plus you can have than easier time learn than new computer programming lang by know one computer lang already.
 
i believe book 3 has rules for experience and training
it basically says if you want to improve your skills, then you need to train, and keep training
kind of like real life
 
i believe book 3 has rules for experience and training
it basically says if you want to improve your skills, then you need to train, and keep training
kind of like real life
 
When you consider the number of skill levels a starting PC has, frequent incrae seems absurd. He took many many years to get just those few skills. What might it be? 2, 3 or 4 levels per term?

Plus I don't think it's neccessary. Traveller rewards PCs in other ways. Its a real 'do what you will, create a furture for your character' type of game.

But if you insist. I suggest an artificial construct. Tell players that after the coming campaign all surviving PCs will recieve +1 attribute and +2 skill points.
 
When you consider the number of skill levels a starting PC has, frequent incrae seems absurd. He took many many years to get just those few skills. What might it be? 2, 3 or 4 levels per term?

Plus I don't think it's neccessary. Traveller rewards PCs in other ways. Its a real 'do what you will, create a furture for your character' type of game.

But if you insist. I suggest an artificial construct. Tell players that after the coming campaign all surviving PCs will recieve +1 attribute and +2 skill points.
 
Ok Duck you bumped it while I was looking for it!!

Ha! :rolleyes:

Ok, what are you favorite house rules for combat?

There are other threads on combat where I am going to drop the bomb question but that is later.

My favorite house rules are Andy Slack's because they are so simple and in the spirit of the CT feel IMO.

I found the CT experience thread and posted a link there.

Mr. Slack had a simple system for experience. You get 1 to 3 points per game and then at 8 exp. points you can raise one skill by one. I has worked for me in the past.

He also uses the Digest Task System which I find simplier than some other solutions out there in the gaming world but a bit more flexible than CT for the beginning ref running a game. Personally, it is no big deal for me because every skill roll is adjusted for factors that I state right off the bat.
 
Ok Duck you bumped it while I was looking for it!!

Ha! :rolleyes:

Ok, what are you favorite house rules for combat?

There are other threads on combat where I am going to drop the bomb question but that is later.

My favorite house rules are Andy Slack's because they are so simple and in the spirit of the CT feel IMO.

I found the CT experience thread and posted a link there.

Mr. Slack had a simple system for experience. You get 1 to 3 points per game and then at 8 exp. points you can raise one skill by one. I has worked for me in the past.

He also uses the Digest Task System which I find simplier than some other solutions out there in the gaming world but a bit more flexible than CT for the beginning ref running a game. Personally, it is no big deal for me because every skill roll is adjusted for factors that I state right off the bat.
 
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