How is experience awarded. I have poured over the books and find no mention or i am missing it. Please advise and thank you in advance.
In T4: end of session XP awards, but XP can only be used on skills that have been successfully used during the most recent session.
Since you asked in lone star, a general answer...
In CT: It isn't. Characters can learn a new skill or two every four character years and increase a stat over the span of 4 years, but it takes 8 to make that permanent.
Alternatively, many GM's simply awarded a new skill level every 2-4 character years
ALTERNATIVES
The above is the only ordinary method of self-improvement available to characters.
Highly scientific or esoteric methods of improving personal skills and characteristics
are logically available, provided the individuals search hard enough for
them. Such methods could include RNA intelligence or education implants, surgical
alteration, military or mercenary training, and other systems. Alternatives to the
above methods must be administered by the referee.
Here![]()
Many CT Refs simply applied every 4th year in play as continuing in whatever career best fit the last 4 years. It was usually in lieu of, not in addition to, the rolls. CT lacks any "experience point" mechanism, tho'.I remember that...Aramis made it seem as if I missed something, and I was believing what he said. I was curious what i had missed.
And, I don't read your quote to say exactly what Wil is mentioning. He said the Ref give a character a skill or two per four years. I guess the anything-goes nature of CT and the last sentence of your quote would cover what he said, but I take it more as a House Rule rather than a CT rule.
Though, if a character goes through Marine boot camp on a world for three months, I could definitely see giving the character a skill and that being within the rules.
Another alternative (to learn skills -- it has nothing to do with xps) is to hire a mercenary with the instruction skill and a skill you want to learn (both at levels higher than the level you want to learn). That gives you a roll to acquire that skill level every six weeks (That's how long it takes the teacher to run a course, and he can teach several (I forget how many -- 6?) people at a time.In CT: It isn't. Characters can learn a new skill or two every four character years and increase a stat over the span of 4 years, but it takes 8 to make that permanent. Alternatively, many GM's simply awarded a new skill level every 2-4 character years.
Another alternative (to learn skills -- it has nothing to do with xps) is to hire a mercenary with the instruction skill and a skill you want to learn (both at levels higher than the level you want to learn). That gives you a roll to acquire that skill level every six weeks (That's how long it takes the teacher to run a course, and he can teach several (I forget how many -- 6?) people at a time.
So in theory a character can learn eight skill levels per year and even have a four week holiday.
Hans
A skill in Classic Traveller is worth A LOT.
Thanks!As usual, Omer speaks for truth.
In other words, treat skills, especially weapon skills, as "weapon specialization", NOT as Base Attack Bonus. PCs have skill 0 in all weapons, and thus knows how to use any common weapon, but a weapon skill means he's specialized in a specific weapon.Classic Traveller is not like that. This makes CT sometimes feel uncomfortable for those used to that other method. In CT, just the area where the character shines is listed--just the skills where that character has some improved expertise other than a "normal" level of know-how.
Wow, that's even less plausible than I remembered it. When did the blanket negative DM for not have the appropriate skill show up?In the end, it's up to the Ref whether a penalty for not having a skill is appropriate, but with CT, the default should be "no skill is no problem".
Wow, that's even less plausible than I remembered it.
When did the blanket negative DM for not have the appropriate skill show up?
Not just a different approach. An unrealistic approach. Most people aren't able to do practically anything. The penalty for not having a skill reflects that (in the extremely simplified skill system that is CT). I was surprised to learn that this wasn't part of the original rules.Just a different approach. CT assumes that most people can do many things.
But as I understand it, not with any real chance of hitting what they aim at.For example, just about anybody can pick up a gun, point it, and shoot...
But that's entirely different. Having weapon-0 or weapon-½ is not at all the same thing as not having any weapon skill at all. And the rule that every PC has skill-0 with all weapons is one of those highly unrealistic "PCs are special" rules that involves suspending disbelief for game purposes....(so most types of characters are given Skill-0 in gun combat with all typical weapons).
How do you create a character that is bad at anything?Only the areas where the character is specialized needs to be recorded on the character's sheet.
Depends on your definition of 'playable'. As a playing piece in a game, sure. But as a character in a roleplaying game, not in my opinion.That's why a character like this:
8A5B97
Computer-1, Wheeled Vehicle-1
Is still extremely playable.
Bingo!If CT were not this way, then chargen would turn out a lot of not very playable characters.
Gamable but not plausible.And, CT provides a lot of default skills--all the gun combat skills, for example--characters generated through Book 1 are considered Skill-0, at a minimum, thus no penalty is used.
Aren't you mixing up two different versions of the rules? Why would you need level 0 skills if there's no penalty for not having a skill? I would have thought that the level 0 skills would have been introduced at the same time as the penalty for no skill was intyroduced.Plus, Refs are encouraged to give characters Skill-0 expertise if it seems logical that the character would have that skill.
Sure, that's plausible. And if the character has spent his life in space, shouldn't I give him a penalty to riding a horse?For example, it a character does not have the Vacc Suit skill (which does have a penalty), but the character has spent the last 8 years serving on a tramp freighter, the Ref should give that character Vacc Suit-0 to avoid the penalty.
My problem is that it doesn't seem to do so. But I guess I understand now why I had such problems with the old CT rules that I first houseruled them, then switched to an altogether different system.Comment sense should rule.