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In defense of the CT Experience System...

It is a widely held view that CT doesn't have an experience system (or that it doesn't have a "good" experience system). Heck, I've held this view myself in the past. But, upon closer examination, CT's system works extremely well.

To understand the system, you've got to understand something MWM wrote in the LBB1 experience rules: "Skilled marksmen achieve their best work when at the peak of their training."

What Marc discusses here is the "fluidity" of skills in Classic Traveller. We tend to think of them as stagnant. Once you get a skill level, then it stays there, at that level, with only a small chance to move any higher after character generation.

What Marc is alluding to, though, is that there is some fluidity to a Classic Traveller skill--that sometimes a skill can drop if the person becomes "rusty" in that area of expertise. But, no skill can be dropped lower than Skill-1.

Right now, I type pretty fast because I do it all the time. I know I'll never forget how to type, but I also know that if I didn't do it for a long period of time, I wouldn't be able to type as fast as I do now once I picked it back up (but I will eventually regain my skill and possibly increase it).

That's the type of thing Marc is discussing in the LBB1 Experience rules. This is also alluded to in the Experience Limit rule. If you've got an INT-7 and EDU-9, then you can know a total of 16 skill levels at any one time. If you're at your limit and want to learn a new skill you can do so as long as you degrade one of your current skills--of course, you could always try to raise your EDU first so that you won't be at your limit!

Raising your EDU by one point takes 50 study sessions, and a maximum of 2 study sessions are possible per week. So, in six months, a character could raise his EDU by +1.

The rules in LBB1 are typically used when you are teaching yourself the new skill.

What most people miss is this: The LBB1 method allows you to incease your skill level now! You don't have to wait four years! If you make your throw, you get an immediate increase in skill now.

It is only after a long period of time that another roll is made to make the improvement permanent.

For example (straight out of the book), Johnson has skills of Foil-0 and Revolver-3. He chooses to practice these weapons. He has to throw 8+ for dedication of purpose. If successful, his skills are immediately improved to Foil-1 and Revolver-4.

That's not a bad deal, is it? Especially when characters have, on average, about two skills per term?

There's also the rule where Skill-0 skills are permanently raised to Skill-1 using the training rules. So, even if Johnson drops his training, and doesn't stick it out the entire four years, his revolver skill reverts back to Revolver-3, but his foil skill stays at Foil-1.

Again, not a bad deal at all.

Now, when you drop a skill you were improving, or you fail your roll, you cannot attempt to increase that skill again for a year. This will keep players from raising every Skill-0 they have to Skill-1 quickly (you've got to pass a 8+ throw, with no modifiers, to improve from Skill-0 to Skill-1. If you fail, you can't attempt that skill again for a year.)

Now, if you do make your roll, you get another skill boost right then.

Follow this:

Johnson has Foil-0 and Revolver-3. He decides to practice these two skills.

He rolls for dedication. 8+, for each skill, and makes both rolls.

Now, Johnson is Foil-1 and Revolver-4.

This is a temporary boost in his skills, and he can choose to continue the training program for four years. Or, he can drop it and try something else.

Let's say he drops it. Johnson's skills become Foil-1 and Revolver-3. The foil skill does not drop because of the rule that skills never fall below Level-1.

At any one time, a character can train up to two skills. For weapon skills, a character is allowed to train one blade and one gun skill. Other types of skills can be trained two at a time.

The procedure is this:

1. Pick two skills. Weapon skills can be Skill-0. Other skills must be Skill-1.

2. Roll 8+ for dedication.

3. Immediately raise skill levels by +1.

4. At any time during the 4 year training period, the player can decide to stop training his skills. The trained skills will revert one level--but Skill-1 is the lowest a skill can be reduced. These skills cannot be trained again for a year.

5. Second dedication roll required after 4 years of training. If successful, the skill improvements become permanent.







What about new skills--skills for which the character has no expertise?


LBB1 allows the training of Skill-0 or better weapon skills and Skill-1 or better non-weapon skills. What if a player wants to learn a new non-weapon skill?

This is where LBB4 comes in. On pg. 27 of Mercenary, rules are provided for skill improvement through use of an instructor.

So, a PC can take a class or higher an instructor to teach him a new skill.

Time take equals the a number of six week periods times the new skill level being taught. So, Skill-1 would take six weeks. Skill-2 would take 12 weeks. Etc.

At the end of the course, the student rolls 9+ to earn and learn the new skill. There are DMs for INT. And, there are restrictions for instructors.







In conclusion, the Classic Traveller experience system really is a pretty neat system. Immediate benefits are to be had. But, there are limits to keep characters in-line with skill acquisition from character generation (since chargen is basically short-hand for adventuring).

The biggest mis-conception about the CT experience system is that it takes 8 years to improve your character. This isn't quite true. A player can improve his character quite a lot by starting several training programs with his current skills. He gets immediate benefits if dedicated to the program. If he chooses to drop training, then the skill drops too. Weapon skills at Skill-0 get a permanent boost to Skill-1.

And, a new skill can be learned in as little as six weeks with the right instructor.

Plus, a character's EDU score can be increased by a maximum of 2 points in a year or 6 points in 4 years.

If you consider the whole system, it's really rather well balanced.

And, you don't have to keep track of experience points!
 
Yeah, what he said!

We've never had any problem with the CT education/experience/improvement system. Danged near perfect system, thinks I.
 
It is perfect for the Basic Chargen as presented in LBB1.

I still prefer something with a bit of a quicker lift, since I go by years for skill acquisition.
 
The biggest mis-conception about the CT experience system is that it takes 8 years to improve your character. This isn't quite true. A player can improve his character quite a lot by starting several training programs with his current skills. He gets immediate benefits if dedicated to the program. If he chooses to drop training, then the skill drops too. Weapon skills at Skill-0 get a permanent boost to Skill-1.

And, a new skill can be learned in as little as six weeks with the right instructor.

Plus, a character's EDU score can be increased by a maximum of 2 points in a year or 6 points in 4 years.

If you consider the whole system, it's really rather well balanced.

And, you don't have to keep track of experience points!

I have only two minor complaints with the CT Experience System:

1. It is scattered in pieces throughout the books and it appears as almost a series of unrelated afterthoughts. I would have preferred to see it presented as a coherent whole the way that you have done.

2. It is a difficult system to avoid abuse with. I would expect that, since B1 character generation yields about 1 skill every 2 years, the ‘post-career’ Experience system should yield similar results.

As you pointed out, ‘practice’ yields 2 temporary skills immediately with the option to make them permanent after 8 years and earn 2 more temporary skills immediately. Eight years to gain 2 permanent skills seems too slow compared with character generation. [check for permanency after 4 years would match char-gen better.]

As you also pointed out, ‘an instructor’ yields up to 1 permanent skill every 6 weeks (8 skills per year or 34 skills in 4 years as a full time student). That seems too high and would quickly reach the INT + EDU cap – but the character would have enough skills by then to break the 2D6 ‘curve’. He could still gain +2 EDU and 2 skills per year beyond this ‘maxed-out’ level.

That seems like an experience system in which it is hard to allow ‘slow but steady’ advancement without a GM setting capricious limits or using a heavy hand.

*****************

PS. You forgot the ‘once in a lifetime’ 4 year sabbatical.

For what it might be worth, I really like the (2D6 + few modifiers roll / 2 skills per term / 6 skill character) balance of Classic Traveller. I just want ‘adventuring’ to yield about 1 skill per 2 years like character generation does so my 1 term ex-scout can catch up to a 3 term navy pilot when the 22 year old reaches 30 years old.
 
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I still prefer something with a bit of a quicker lift, since I go by years for skill acquisition.

The danger is allowing characters to become too-skilled, too-quickly. If you're not careful, it'll break your game.

But, there is the LBB4 method, where an instructor can teach a character a Skill-1 in as little as six weeks (full-time, intensive training).

Of course, a throw must still be made, or the time is wasted. And, higher level skills take more time (six weeks per level).

With the 10+ dedication throw that must be made (that can be lowered to 8+, just like LBB2, with INT DMs), I think that's fair and balanced for a game like CT.



A GM has all sorts of controls on this to keep it from unbalancing his game. First, there's cost. 400Cr a week is a good starting point for Skill-1 programs (2400Cr for a six week program), but the cost should escalate dramatically when higher skill levels are involved (800Cr per week for Skill-2; 1200Cr per week for Skill-3, etc).

Another control the GM may have is the PCs' time away from adventuring. If they are operating a merchant starship, then costs are mounting (ship payment, docking fees) as the characters take the course.

The 10+ dedication throw is a big balancing agent as, even with a +2 DM for high INT, over half the characters that take the course will fail, requiring that the course be taken a second time (at additonal cost).

The GM also has control over where instructors are found. The PCs must visit a world where such course would be offered. Typically, this means a high pop and fairly high tech world (but could mean some secret training ground out in the middle of nowhere). And, according to LBB4, Instructors must have both a higher Instruction skill and a higher Skill in the area of expertise being taught. Instructors may be easy to find, but instructors with the right area of expertise may not (depending on the skill).
 
I just want ‘adventuring’ to yield about 1 skill per 2 years like character generation does so my 1 term ex-scout can catch up to a 3 term navy pilot when the 22 year old reaches 30 years old.

But, aren't military people always attending training? When not engaged, don't they just move from training to training?

So, in effect, they're constantly being subjected to the LBB4 training method.

Can't your 1 term ex-scout catch up to the 3 term Navy pilot in 8 years of adventuring if he takes some training courses (like the pilot would)?

I think we gamers get colored by the experience rules in other games like D&D and such.



Plus, it's a little vague (not specifically addressed), but the way I read the LBB2 experience rules is that a character can train up to two skills over a four year period. It takes another four year period to make those skills permanent, but in the mean time, the character can be training another two skills.

So....

(This is how I "read" the CT experience system.)

Your 1 term Scout picks two skills, makes his dedication throw on both, and, immediately, the level in both skills is increased.

Let's say your Scout has Pilot-1 and Navigation-1. He picks those two skills to focus on for training. He makes his 8+ dedication throw for both skills. Immediately, he's got Pilot-2 and Navigation-2.

Now, he can't train any other skills for four years (but he has, in effect, gained two skills for this "term").

Then, after four years has passed, he throws to make them "permanent". If he fails the roll, then his skills revert back to Pilot-1 and Navigation-1. If he makes the roll, then his skills stay at the improved level.

Now...those two skills, if the permancy throw is made, cannot be trained again for four more years. But, two new skills can be trained. The cycle begins anew.

What happens, in effect? The character has an opportunity to gain two skills per "term", just like he does in character generation.

If you think about it, the LBB2 system does mirror LBB1 character generation (and LBB4 Instruction rules mirror the LBB4 character generation system).
 
The CT experience rules "in action"...

Eight years to gain 2 permanent skills seems too slow compared with character generation....I just want ‘adventuring’ to yield about 1 skill per 2 years like character generation does so my 1 term ex-scout can catch up to a 3 term navy pilot when the 22 year old reaches 30 years old.

Let's do a little practical test.

Let's take the first 1 Term Scout in 1001 Characters (Scout #117 on pg. 25).

Scout, Age 22, 1 Term, 700Cr
CC39B5
Electronic-1, Computer-1, Pilot-1


I'll throw real dice as I write. Let's use the experience systems in CT to see how this character would turn out over the next 8 years (equivalent of two more terms).



Year 1: The scout decides to focus training on his Computer and Piloting skills. I'll throw 2D for the Computer progam, getting a total of 4. No go. He can't train that skill again for a year.

Now, I'll try dedication for the piloting program. 2D = 2. No go again. Pilot can't be trained for a year either.

The scout decides to focus on his last remaining skill, and he attempts an electronics training program. 2D = 9. Success! Remmeber, I'm rolling real dice as I write. I'm not making this up. OK, so now, the character immediately gets a +1 skill in Electronics, and it will stay that way for four years unless the character decides to drop the program. Permanentcy for this skill will be thrown for in Year 5.

At the end of year 1, our scout looks like this:

Scout, 1 Term
CC39B5
Electronic-2, Computer-1, Pilot-1




Year 2: Now, a year has passed, and we can try to train Computer and Pilot again. Let's check for Computer. 2D = 2. Nope. He can try again in Year 3.

Let's look at Pilot. 2D = 6. Nope. He can try again in Year 3, too.



Year 3: Another year passed, and we're attempting to dedicate this scout to his training again. Computer. 2D = 10. Yes! He's not dedicated, for four years, to training his computer skill. +1 Computer. Permanentcy will be rolled for in Year 7.

Now, normally, we'd try to train our pilot skill, but we can't. We can only train two skills at a time. Right now, the character is training both Electronics and Computer.

The character can elect to drop one of his training skills, in order to "make room" to train a different skill. It's a risk, but it's something this character could do if he really wanted to train his Pilot skill.

See...this sorta resembles going through character generation and throwing on a chart--not getting the result you were hoping for...

At the end of Term 2, our scout looks like this:

Scout, 2 Term
CC39B5
Electronic-2, Computer-2, Pilot-1


What happened? During normal character generation, the character picked up Electronic-1, Computer-1, and Pilot-1. That was a 4 year term.

In the next 4 year period of time (while adventuring), the character picked up another two skill levels, making him Electronic-2, Computer-2, and Pilot-1.

That "resembles" going through character generation, doesn't it? The net effect is that the character picked up two skills that "term".







Let's skip ahead now to Year 5, which is, in effect, the first year of the character's 3rd Term. Here we are rolling for permanentcy on the Electronics skill.

Year 5: Time to roll to see if the Electronics skill increase is permanent. 2D = 3. Nope. The character "loses" one point in Electronics. But, it "opens" a slot for the Pilot skill to be focussed on.

So, the character attempts to train Pilot now. 2D = 6. Nope.

At the end of Year 5, the character looks like this:

Scout, 2 Term
CC39B5
Electronic-1, Computer-2, Pilot-1




Year 6: A year later, either Electronics or Pilot can be attempted again. Let's shoot for Pilot. 2D = 5. Nope. This guy is just bored to tears with piloting, isn't he?

Let's shoot for Electronics then. 2D = 6. Again, no luck.



Year 7: Here we have a lot to do. First, we'll shoot for permanentcy on the Computer skill. 2D = 10. Yes! I really just rolled that! Awesome!

What does that mean? Well, it means that Computer-2 is a permanent skill advancment. And, it also means that Computer cannot be trained again until Year 11.

But, we are no longer training two skills. We can attempt to train two more skills.

Now, the scout will attempt to train his Pilot skill again. 2D = 5. Nope.

OK, let's look at getting Electronics back up again. 2D = 3. Nope.



Year 8: Now, at the end of the character's 3rd term, we can attempt to train two skills. Open for choice is Pilot and Electronics. Let's try it with Pilot. 2D = 7. Almost. But, no cookies.

Let's look at Electronics. 2D = 7. Nope.

At the end of the character's 3rd Term, he looks like this:

Scout, 3 Term
CC39B5
Electronic-1, Computer-2, Pilot-1
 
At the end of the character's 3rd Term, he looks like this:

Scout, 3 Term
CC39B5
Electronic-1, Computer-2, Pilot-1

Just because I'm curious, let's keep rolling real dice and see what happens with this guy over another two terms.

Also note that this scout hasn't tried to learn new skills. He's only been trying to improve his current skills. The rules in LBB4 (or the 4 year sabbatical in LBB2) could be used for this character to learn a new skill.

But, I'm curious how this guy will turn out over another Term or so.

I don't know the answer, because I'm seeing what happens as I write. Let's roll and find out.



Term 4, year 1: We aren't training any skills. Computer skill permanentcy ends on Year 3 of this term (so, we can attempt to improve it again on Year 4).

Let's look at Pilot, again. 2D = 10! Hey, Pilot is increased!

We can also try Electronics. 2D = 5. Nope.

So, at the beginning of Term 4, this character looks like this:

Scout, 3 Term
CC39B5
Electronic-1, Computer-2, Pilot-2




Year 2: Term 4. Year 2. We're training Pilot currently, so we can only train one other skill. Let's train Electronics. 2D = 9! Great!

Scout, 3 Term
CC39B5
Electronic-2, Computer-2, Pilot-2


The next year, the Computer skill becomes permanent. But, we are already training two skills--both Pilot and Electronics.



Term 4, Year 4: On Year 4 of Term 4, though, we have to roll on the aging table. I'll do that quickly. Crap! -1 to END.

You know, we should have been focusing on getting that END up--not his skills.

At the end of Term 4, this character looks like this:

Scout, 3 Term
CC29B5
Electronic-2, Computer-2, Pilot-2




Term 5, Year 1: Here, we roll to see if Pilot is permanent. 2D = 11. It is! The skill cannot be trained for another 4 years, but that opens a "training slot" to train another skill.

Now, we can try to train Computer again. 2D = 8. Alright!

At the end of T5/Y1, the character looks like this:

Scout, 4 Term
CC29B5
Electronic-2, Computer-3, Pilot-2




Term 5, Year 2: We throw to see if Electronics is permanent this year. 2D = 10! I'm on a roll!

I'm going to stop now...because I think the method is clear. After 4.5 Terms (1 term in character generation and 3.5 terms using the CT experience rules), the character looks like this:

Scout, 4 Term
CC29B5
Electronic-2, Computer-3, Pilot-2


Now, that's pretty doggone close to what you would get in character generation. And, I didn't take full advantage of the system. I should[/b] have spent training time in getting his END up.

And, I probably should have spent some time with the LBB4 rules in getting the character some new skils.

But, you get the idea.

I think the CT experience system mirrors character generation nicely.
 
To me this seems to be a lot of book keeping that you need to keep track over for several years and sessions of play. And everyone knows that information like this are easily lost, corrupted (either by accident or intentionally) or forgotten.

However I like the mechanics in its self from the little understanding I have of the CT system.

However, I prefer buying skills with experience points or something similar.
 
To me this seems to be a lot of book keeping that you need to keep track over for several years and sessions of play. And everyone knows that information like this are easily lost, corrupted (either by accident or intentionally) or forgotten.

The bookkeeping is minimal, I think. Different GMs handle it differently. At any one time, you can only have two skills that you are "training". Chances are, especially if you pass the first determination roll, that the same skill will be improved throughout the campaign (unless it's a long term campaign).

So, what do you really need? You need to know (1) which two skills are being trained, and (2) what date the permanentcy throw is made.

I use the Imperial calendar in my game. I mark birthdays and holidays and generally keep track of the campaign on it. For me, it's just a note to mark when a skill permanentcy throw is needed.

Also, if you check the character sheets in my sig, you'll see a little "notes" section off to the left of the skill. Here, I'll write little notes about the skill. For example, I allow the Combat Rifleman skill to also be used in melee combat (because I figure a Marine is trained to fight with his rifle that way). So, I make that note on the character sheet.

It's very simple to just make the note that the permmanentcy throw is needed on so-and-so date.

Or, on the back of the character sheet, there's a "notes" section. Here, I'll list little things about the character. What his "handedness" is. Things like that. I can write down stuff about experience too.

If you have a character sheet, it's really not a big deal.







Now, if you want "simple", one of the things I've seen CT GMs do is simply mark the skill with either an asterix or a star.

So, you might see something like this on the character sheet:

*Computer-1

An asterix means the skill is currently being focused on during a training program. A star means the skill is in its permanentcy block.

Dates aren't kept track of at all. All you see is the simple star or asterix next to the skill. This tells the GM all he needs to know (plus, the character's age).

When a new "term" is entered into, the appropriate rolls are made.







Another "simple" system I've seen (Every GM seems to have a favorite) is to simply note, in short hand, next to the skill on the character sheet.

If you see:

P-2 Computer-2

That means the permanentcy passed, and the skill lift is permanent in 2 years.

D-3 Computer-2

Would be short hand for, "The Determination throw passed, and the throw for permanentcy is due in 3 years."







GMs come up with all sorts of methods. I use specific notes, noted next to the skill or on the back of the character sheet. Or, I'll use the campaign calendar.

Some GMs skip specific dates and base everything off character age, thinking in terms of 4-Year Terms, just like character generation.

Yet other GMs use the character's Birthday as the day that everything is checked for.

Whatever the method, the bookkeeping can be made minimal. It's up to the GM (like so many things in CT).
 
The box method...A simple method of keeping track...

Yet other GMs use the character's Birthday as the day that everything is checked for.



For example, here's a system I used to use, before I changed to the "specifc note and calendar" method I use today....



The character's birthday is a special day. It's the day that the character can change the skills he's focusing on for experience growth. I'll use the scout in the above examples to show you how to use this simple system.

On the character's birthday, the scout looks like this:

Scout
CC39B5
Electronic-1, Computer-1, Pilot-1


The player decides to focus on two skills for improvement, but (as shown in the example above), he is only successful on the determination throw for the Electronics skill. So, I'll put a little hash mark next to the Electronics skill. It will look like this.

Scout
CC39B5
'Electronic-2, Computer-1, Pilot-1


That hash mark tells me that the Electronics skill is boosted one level due to the experience rules.

Now, we forget about it and play normally (the character with the above skills) until the character's next birthday.



On the character's next birthday, we adjust the hash mark above the Electronics skill so that, instead of looking like a "I", it looks like a "L", or half a square.

On the character's next birthday, we adjust the hash so that it looks like this "[". You see? Each year, we are forming a little superscript box next to the name of the skill. At this point, seeing that we have three sides of our box, we know we've got to finish this year and go one more year before the permanentcy roll is required.

On the character's next birthday, we finally draw a complete box next to the character's skill.

When we finally get to the next birthday, we erase the box and make the Permanentcy check. If successful, we simply begin the same process again, except that we do it on the right hand side of the skill, to the right of the level.

So, on the character's fifth birthday, upon making the permanentcy throw, the character will look like this:

Scout
CC39B5
Electronic-2', Computer-1, Pilot-1


After three more birthdays, the superscript box is erased, because the skill is now permanent.




I call this the "box" method. It's simple. Action always takes place on the character's birthday (and that makes the players really look foreward to the birthday, too!) And, you can tell what's going on with the skill at a glance, with minimal bookkeeping.
 
Plus, it's a little vague (not specifically addressed), but the way I read the LBB2 experience rules is that a character can train up to two skills over a four year period. It takes another four year period to make those skills permanent, but in the mean time, the character can be training another two skills.

So....

(This is how I "read" the CT experience system.)

Your 1 term Scout picks two skills, makes his dedication throw on both, and, immediately, the level in both skills is increased.

Let's say your Scout has Pilot-1 and Navigation-1. He picks those two skills to focus on for training. He makes his 8+ dedication throw for both skills. Immediately, he's got Pilot-2 and Navigation-2.

Now, he can't train any other skills for four years (but he has, in effect, gained two skills for this "term").

Then, after four years has passed, he throws to make them "permanent". If he fails the roll, then his skills revert back to Pilot-1 and Navigation-1. If he makes the roll, then his skills stay at the improved level.

Now...those two skills, if the permancy throw is made, cannot be trained again for four more years. But, two new skills can be trained. The cycle begins anew.

What happens, in effect? The character has an opportunity to gain two skills per "term", just like he does in character generation.

If you think about it, the LBB2 system does mirror LBB1 character generation (and LBB4 Instruction rules mirror the LBB4 character generation system).

THAT IS A GREAT INTERPRETATION !!!

... but it is definitely not obvious or intuitive from the actual text. Where were you in 1981 when they were rewriting the rules and needed something like this? :)
 
A better look at the box method of CT experience...

I'm off for another week for New Year's, so I've got some time on my hands. And, I love this stuff...what can I say? So, I thought I'd do a better, more in-depth example of using the box method with CT experience.

I just felt like doing a Merchant this time (for no particular reason), and I reconned I'd do a 1 Term-er. So, I went looking at 1001 Characters, and lo-and-behold, the very first character in the Merchant section is what I was looking for.

Fate.

Pg. 26, of 1001 Characters.

Third Officer, Age 22, 1 Term, 11,400Cr
569AB9
Steward-1, Gunnery-1, Navigation-1




A Note on Superscript: I can't make a superscript look like a superscript typing in this text box, so let this serve as your guide.

| = 1 stroke
L = 2 strokes
[ = 3 strokes
[] = 4 strokes, the complete box

Remember, they're superscripts. They won't look as "bulky" on a character sheet (Because this 'Electronics-1 doesn't look as bulky as this does | Electronics-1. Use your imagination to picture how it looks on a character sheet.)



This example will show you how the system is used during a normal game. And, to make this fun while I write (for me), I will throw real dice for all throws. I won't fake any of the rolls. Let's just see where the dice take us.

And, let's call our Third Officer "Theo".



The example begins....

Character generation has ended, and the player has created Theo. His stats are listed at the top of this post.

Reading the experience rules in CT and drawing a couple of conclusions, the GM decides this:

(1) The character can attempt to improve two skills at a time which break down like this: Two non-weapon skills; One gun skill and one blade skill; or One weapon skill and one non-weapon skill. This all seems to be in the spirit of the CT rules.

(2) The character must also have the appropriate materials at hand to reference while training in the character's "off time" during the adventure. Cost associated with these materials may be considerable (at the GM's discretion). Blade training requires a sparring partner or teacher. Room in the cargo hold of a ship may be converted into a gym. Weapons training requires a firing range, and, again, part of the hold of a ship may be converted for these purposes (at the loss of revenue as well as building and conversion costs). Computer programs, teaching robots, NPC instructors can all be obtained at the GM's discretion, but the character must have fairly regular access to them.

(3) Physical training is also possible, per the rules, but focus on physical training allows no room for training of skills. Thus, a character is allowed to work on his three physical stats or two skills at a time, not both.

Theo has expressed an interest in increasing his weapon skill (Skill-0), but since he is traveling on a ship, there is no sparring room for blade or brawling training. And, there is no shooting range for firearm training. The GM has ruled that the character doesn't have the required equipment to train those skills. The rest of the crew (the other players) have refused to go to the expense of converting valuable hold space for training purposes (Four-to-eight years worth of lost cargo revenues is a lot of money!)

So, Theo's options are to train (A) his three physcial stats or (B) two non-weapon skills.

Since Theo's three physicals are respectable, he decides to focus on improving his three non-weapon skills. Right now, Theo holds the position of Steward aboard the players' tramp freighter. Theo is interested in raising his salary, so he decides to focus on his Gunnery and Navigation skills. Improvement there might get him a bump in position aboard ship.

(continued next post)
 
Theo's example continued...

(continued from above)

It is sometime after character generation and sometime before the character's next birthday. If a character isn't training any of his skills, then I use a 3 month period before or after the character's birthday as a marker.

Let's say it is less than three months to Theo's birthday right now in the game of our example. If he starts training now, this "extra time" really isn't counted. It's counted as if it was the character's next birthday.

Follow along with the example...

It's about two months before Theo's 23rd birthday, and now, in the game, Theo has begun to focus on training his Gunnery and Navigation skill.

Determination is thrown. Let's focus on Navigation first. 2D = 8. Hey! On the money! OK, Theo's Navigation skill immediately goes up by a point!

Let's now throw Determination for his second skill. Gunnery. 2D = 6. OK, missed it.

But, Theo can train two skills at once. He's got one more skill he can attempt to train. That's his Steward skill. But, the cost associated with training the skill (in programs and classes) is just too high. Theo doesn't want to part with the cash. He's not that interested in training the skill anyway. So, for now, all his attention will be put towards training his Navigation skill.

Remember that the GM controls cost of training. And, training cost shouldn't be a one time fee. Over the course of four years, the character is continually being taxed financially by whatever skill he is training. On certain worlds, the training cost might be high (especially if it is a low tech world without a lot of resources). Some places, the GM might decide to give Theo a break. Maybe he finds a wholesale shop on a world where he picks up a year's worth of training programs for 100Cr.

This is all up to the GM. It's part of the game. And, the GM can use it as a "push" for adventures too.

It's also a great way to keep the player from becoming "too rich".



One thing I should note. I have one other superscript symbol I use in situations like this. See, above, Theo did not make his throw for Gunnery. So, when his birthday arrives in two months, he won't be able to train that skill (he will on his next birthday). So, to remind me and the player that the skill was attempted and failed, I place a little negative sign as a superscript next to the skill.

Going into Theo's first birthday after character generation, the character looks like this:

Theo, Age 23, 1 Term
569AB9
Steward-1, - Gunnery-1, -| Navigation-2


Now, when Theo's birthday comes around, what do I see?

I see the negative sign superscript next to Gunnery, letting me know that it's been less than a year since determination was failed. I'll erase that negative sign now (because Gunnery will be elligible for training next year).

With the Navigation skill, I see that we're on the first year of training. I'll erase the negative sign there too.

As stated before, Theo doesn't want to train his Steward skill. So, after Theo's 23rd birthday, the character looks like this:

Theo, Age 23, 1 Term
569AB9
Steward-1, Gunnery-1, | Navigation-2




Now, another year passes. During that time, Theo tried to pick up a new skill using the LBB4 training method. There was some down time in the game as the ship was repaired after a starship battle with vargr corsairs. The ship was drydocked for a month, and then it's annual overhaul was performed.

Theo spent this time taking a class for beginning pilots. The GM provided an instructor, and the cost of training was paid--it cost Theo 3600Cr!

But, alas, Theo did not pay attention as he should have. The throw to pass the class (per LBB4 rules) is a 10+, but Theo's high INT provided a +2 DM. 2D = 6

That was 3600Cr and six weeks of time wasted. The GM allowed this class because Theo was only training one skill. Had Theo been training two skills, then the GM would have ruled that Theo was spreading himself too thin. Theo would have to choose between dropping one of his ongoing training skills and taking the class.

As it turns out, Theo is still only training one skill. His Navigation skill.

It's now Theo's 24th birthday. The Navigation skill will be marked for the second year of training. Theo now looks like this"

Theo, Age 24, 1 Term
569AB9
Steward-1, Gunnery-1, L Navigation-2


And, because another year has passed, the Gunnery skill is now elligible for training. Theo decides to attempt to train it, so determination is required. 2D = 9. Hey! Success!

Now, Theo looks like this:

Theo, Age 24, 1 Term
569AB9
Steward-1, | Gunnery-2, L Navigation-2




During the next year of gaming, Theo has no room for attempting LBB4 training. Most of his free time is spent studying either Gunnery or Navigation. This leads to some role playing, as Theo asks the ship's Navigator how to count for the rotation of the galaxy when computing jump coordinates. Or, another character may ask, "Where's Theo?" And, another answers, "In the turret playing with his targeting training program, as usual."

If an opportunity comes up to take a LBB4 type of course, Theo is tempted. But the cost is high. He'd have to drop one of his training programs--either Gunnery or Navigation. Plus, there's a lot of cost imposed by the GM.

In the end, Theo decides to play it safe and keep with the two training focuses he has.



Because of his current training regimine, Theo's 25th birthday is uneventful. The character now looks like this:

Theo, Age 25, 1 Term
569AB9
Steward-1, L Gunnery-2, [ Navigation-2




Another gaming year passes. It's Theo's 26th birthday. Again, it is uneventful. Just the superscript marks on Theo's skills are changed.

Theo, Age 26, 2 Terms
569AB9
Steward-1, [ Gunnery-2, [] Navigation-2




Now, we're at Theo's 27th birthday. This is an eventful year because Theo throws for determination on his Navigation skill. Just how dedicated has Theo been, over the last four years, to learning and increasing his expertise in Navigation. Is he cut-out to be a navigator, second class?

Let's see. 2D = 5. Oh no! It looks like Theo started off good, studying hard, four years ago. But, over the years, he hasn't kept up the pace. Navigation falls back to its prior level.

(GM Note: But, look at all the years of gaming that Theo did benefit from the higher skill score.)

Theo ends his 27th birthday looking like this:

Theo, Age 27, 3 Terms
569AB9
Steward-1, [] Gunnery-2, Navigation-1




During the game year, an opportunity comes up for the character to attend a training camp for mercenaries. The crew has begun smuggling weapons past Imperial authorities, and through their connections, they've found a merc training camp on a small moon hidden within an undisclosed system.

Each of the characters take the course. The price is free, except for their time (and the loss of six weeks out in the space lanes carrying cargo--a loss of about 1.5 freight trips).

Success in taking the course will grant a skill of AutoRifle-1. Failure means just time spent (and the opportunity cost mentioned above).

Theo needs an 8+ roll (10+ with +2 DM for INT-A). 2D = 8! Yes!

Theo gains a new skill!

Remember, if Theo had not been training only one skill (he's currently only training his Gunnery skill), then he would have to had dropped one of the training skills in order to train with the mercs. A character can never train more than one skill at a time.

Theo, Age 27, 3 Terms
569AB9
Steward-1, [] Gunnery-2, Navigation-1, AutoRifle-1


Since it is more than 3 months to Theo's next birthday, no "-" marker is placed next to the new AutoRifle skill. It will be elligible for training when Theo turns 28.

The problem, of course, with training weapon skills is having a place to train. Starships are cramped. There's no room. And, ammunition cost, among other things, can become expensive.



On Theo's 28th birthday, we can see by the superscript on the Gunnery skill that it is time to try for permanentcy.

2D = 7.

Oh no! Nope, Theo has not been as dedicated as he should have been over the last four years. Gunnery reverts back one level.

Theo is now training no skills at all. He can, as always, train two skills (if he has the right training tools) at a time. Steward, Navigation, and AutoRifle are all elligible for training.

Theo doesn't want to train Steward, and he doesn't have access to a training facility to train in his AutoRifle skill. So, he decides to look at Navigation again.

Again, the process begins. The GM tells him what he needs...and what it will cost. A determination throw is made. 2D = 6. Nope. No good.

So, Theo ends up on his 28th birthday looking like this:

Theo, Age 28, 3 Terms
569AB9
Steward-1, Gunnery-1, Navigation-1, AutoRifle-1




And, we see the mirroring effect that links the CT experience system with character generation.
 
Integrating CT experience into the game...

BTW, one of the things I've done before in a game is to keep the determination roll secret, hidden from the eyes of the players.

When a character starts to train a particular skill, I don't allow the skill an immediate increase. I let the character train for a while. I see how "dedicated" the player is to having his character train and practice in his off time. When we're in jump, I want to hear the player say, "When I'm not standing bridge watch or sleeping, I want to spend as much time as I can training my skill."

I find an organic, appropriate moment in the game to make the determination throw. And then, I keep it to myself.

I roleplay out the outcome. If successful, I'll eventually give the character the +1 skill level (usually in about 3 months game time). If not successfull, I'll tell the character after a longer period--and I'll keep note of how often he has his character "train".

If the determination throw fails and the player has been dilligent about having his character train, I'll eventually tell him (remember, we've got a year to play with here) that he's training hard but not smart. The method he's using isn't providing results. He may want to investigate a new training method.

If the determination throw fails and the player has not been dilligent about having his character train, then I'll point out all the times he could have trained but didn't....how the character never spent free time while in jump training...etc. And, then I'll tell him that he doesn't get a skill boost.

If the determination throw succeeds, I'll find an appropriate time, within the year, to boost the character's skills and praise the player for being dilligent in his training.

Or, I'll tell the player who doesn't seem too concerned with training (who also succeeded on the training throw) that he seem to be a natural at this and doesn't need to train and study as much as the common guy does.

My main point here: I combine the experience rules with roleplaying.
 
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