As I'll probably try to tackle the subject of experience and character improvement in CT again soon, I've decided to check a few things in the CT system which would probably be relevant to this.
My current notes are:
1) Under pure LBB1 CharGen, the minimum number of skills you get is a single skill per 4 years; the maximum are 5 skills per 4 years if you get both comissioned an promoted in your first term, and gets an automatic skill as well (1.25 skills per year on average in this extreme case).
2) As far as I could see, LBBs 1-3 do not limit the total number of skills a character may posses. As far as I could see, only LBB8 introduces the limit to the number of skills a character may posses: "A robot may have no more skills (or total of levels of skills) than the sum of its intelligence and education, just as any Traveller character is limited." (p.45)
3) Under LBB4, it is possible for a character to not recieve a skill at all in a single year or even a single term (except for the first year of the first term, which is Basic Training) if he fails al the Skill rolls in that term. On the other hand, it is possible for a very lucky character to aquire 9 skills in a single year if he rolls a Commando School special duty AND rolls 5+ on 1D for each of its 9 skills - this woud be rare but possible. Other Special Assignments give you 2 to 4 skills in maximum in a single year (on a roll of 4+ on 1D for each). Without special assignments, 1 skill per year is the maximum, and the chances of getting one skill per year are not slim.
4) LBB5 is similar in this respect to LBB4, excet for the highest number of skills possible is in the Gunnery School - 7 possible skills in a single year if you're lucky.
6) Under LBB6, up to two skills are possible in a single year if you're assigned to the Ship School, Intelligence School or Ship School or if the haracter has a Special or Wartime Assignment. A character can still fail to get any skills at all in a year or a term.
7) Under LBB7, skills are given in a way similar to the way used in LBBs 4-5, but the maximum is 4 skills per year in several school special assignments.
8) LBB5 introduces pre-enlistment options (college, naval academy, flight school and medical school). The college (4 years) adds to a character's EDU but does not teach any skills; the naval academy (4 years) gives you a somewhat smaller EDU bonus than the college but lets you recieve up to 3 skills; the medical school (4 years) gives you +1 EDU and 4 skills, or +1 and 6 skills if you graduate with honors; the flight school (1 year) gives you 1 to 4 skills.
9) Using the Instruction skill given in LBB4, it is possibe to learn a skill in six weeks of intensive training, which is about 8-9 skills a year, which fits wit nothig but the commando School in terms of intensity. Non-intense training lets you learn a skill in six months (two skills a year), BUT the student must roll 9+ on 2D at the end of this period to recieve the skill with DMs for high intelligence, which means that on average a character will have to invest more than one learning period to get a skill. Also, the ability to teach is restricted by the teachers's Instructor skill AND the teacher's level of the taught skill.
10) Note that, in most cases, a character during CharGen (except for when attending specialist scools and their likes) gets up to a skill per year while engaged in relatively intensive work such as military service or merchant work; characters who dedicate their full time to training in a year may learn far more.
Conclusion: Life-experience alone (including combat!) and on-job training should get a character about one skill point per year if you want to keep the same skill-aquisition pace as in most CT CharGen systems. More intensive schooling sould allow a character to learn 2-4 skills per year on average (which is consistent with the Instruction skill given in LBB4, as you have a significant chance of having to retry learning any particular skill).
My approach to character improvemet in CT would probably be threefold:
1) At the end of each year of adventuring, a character rolls ONE skill on the tables of the career most closest to what he was doing in that year. this represents life-experience, combat-experience and so on.
2) the Instruction skill may be used as given on LBB4; NPC instructors exist, but usualy cost money an typically only allow for low-intensity learning (i.e. 6 months per attempt); intensive learning is going to cost a character alot, in money and/or favors, as it means that the instructor must devote alot of time to the PC. Also, getting instruction for certain skills might be difficult or even illegal.
3) A character may attempt to apply to "pre-enlistment" options (see LBBs 5-7 or my sig) even after chargen, taking the given time for them (1-4 years depending on the option selected) and recieve the normal benefits for them, but NOT recieve the usual "life experience" yearly roll while enrolled in a "pre-enlistment option" (it is subsumed in tht option). Tutition fees might apply; and, fo some options (such as attending the naval academy or flight school post-CharGen) woud require some serious roleplaying to get into.
My current notes are:
1) Under pure LBB1 CharGen, the minimum number of skills you get is a single skill per 4 years; the maximum are 5 skills per 4 years if you get both comissioned an promoted in your first term, and gets an automatic skill as well (1.25 skills per year on average in this extreme case).
2) As far as I could see, LBBs 1-3 do not limit the total number of skills a character may posses. As far as I could see, only LBB8 introduces the limit to the number of skills a character may posses: "A robot may have no more skills (or total of levels of skills) than the sum of its intelligence and education, just as any Traveller character is limited." (p.45)
3) Under LBB4, it is possible for a character to not recieve a skill at all in a single year or even a single term (except for the first year of the first term, which is Basic Training) if he fails al the Skill rolls in that term. On the other hand, it is possible for a very lucky character to aquire 9 skills in a single year if he rolls a Commando School special duty AND rolls 5+ on 1D for each of its 9 skills - this woud be rare but possible. Other Special Assignments give you 2 to 4 skills in maximum in a single year (on a roll of 4+ on 1D for each). Without special assignments, 1 skill per year is the maximum, and the chances of getting one skill per year are not slim.
4) LBB5 is similar in this respect to LBB4, excet for the highest number of skills possible is in the Gunnery School - 7 possible skills in a single year if you're lucky.
6) Under LBB6, up to two skills are possible in a single year if you're assigned to the Ship School, Intelligence School or Ship School or if the haracter has a Special or Wartime Assignment. A character can still fail to get any skills at all in a year or a term.
7) Under LBB7, skills are given in a way similar to the way used in LBBs 4-5, but the maximum is 4 skills per year in several school special assignments.
8) LBB5 introduces pre-enlistment options (college, naval academy, flight school and medical school). The college (4 years) adds to a character's EDU but does not teach any skills; the naval academy (4 years) gives you a somewhat smaller EDU bonus than the college but lets you recieve up to 3 skills; the medical school (4 years) gives you +1 EDU and 4 skills, or +1 and 6 skills if you graduate with honors; the flight school (1 year) gives you 1 to 4 skills.
9) Using the Instruction skill given in LBB4, it is possibe to learn a skill in six weeks of intensive training, which is about 8-9 skills a year, which fits wit nothig but the commando School in terms of intensity. Non-intense training lets you learn a skill in six months (two skills a year), BUT the student must roll 9+ on 2D at the end of this period to recieve the skill with DMs for high intelligence, which means that on average a character will have to invest more than one learning period to get a skill. Also, the ability to teach is restricted by the teachers's Instructor skill AND the teacher's level of the taught skill.
10) Note that, in most cases, a character during CharGen (except for when attending specialist scools and their likes) gets up to a skill per year while engaged in relatively intensive work such as military service or merchant work; characters who dedicate their full time to training in a year may learn far more.
Conclusion: Life-experience alone (including combat!) and on-job training should get a character about one skill point per year if you want to keep the same skill-aquisition pace as in most CT CharGen systems. More intensive schooling sould allow a character to learn 2-4 skills per year on average (which is consistent with the Instruction skill given in LBB4, as you have a significant chance of having to retry learning any particular skill).
My approach to character improvemet in CT would probably be threefold:
1) At the end of each year of adventuring, a character rolls ONE skill on the tables of the career most closest to what he was doing in that year. this represents life-experience, combat-experience and so on.
2) the Instruction skill may be used as given on LBB4; NPC instructors exist, but usualy cost money an typically only allow for low-intensity learning (i.e. 6 months per attempt); intensive learning is going to cost a character alot, in money and/or favors, as it means that the instructor must devote alot of time to the PC. Also, getting instruction for certain skills might be difficult or even illegal.
3) A character may attempt to apply to "pre-enlistment" options (see LBBs 5-7 or my sig) even after chargen, taking the given time for them (1-4 years depending on the option selected) and recieve the normal benefits for them, but NOT recieve the usual "life experience" yearly roll while enrolled in a "pre-enlistment option" (it is subsumed in tht option). Tutition fees might apply; and, fo some options (such as attending the naval academy or flight school post-CharGen) woud require some serious roleplaying to get into.