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One Skill level per year

Allensh

SOC-12
Would it damage the CT system overly much if I allowed characters to roll for one skill level a year rather than one per term?

Allen

P.S. Does there exist anywhere a nicely formatted complete list of all the skills in CT?
 
Would it damage the CT system overly much if I allowed characters to roll for one skill level a year rather than one per term?

Allen

P.S. Does there exist anywhere a nicely formatted complete list of all the skills in CT?
 
One skill level a year would pretty well match the Advanced chargen results (assuming they don't manage to get one every year). You would tend to get pretty concentrated, high-level skills, though, if you were just using the Basic chargen skill tables.

I have the list in a spreadsheet, but I don't know if there's a "nicely formatted" version anywhere.
 
One skill level a year would pretty well match the Advanced chargen results (assuming they don't manage to get one every year). You would tend to get pretty concentrated, high-level skills, though, if you were just using the Basic chargen skill tables.

I have the list in a spreadsheet, but I don't know if there's a "nicely formatted" version anywhere.
 
Originally posted by Allensh:
Would it damage the CT system overly much if I allowed characters to roll for one skill level a year rather than one per term?
It wouldn't damage the CT system at all as long as you kept it consistent.

If you use NPCs from various published materials, your PCs will be "more heroic" than the NPCs, not unlike a D&D high level character meeting a group of low hit die goblins.

You could beef up NPCs, or simply let your PCs retain the edge.

What I do is allow the two MT fixes to CT chargen (Special Duty roll, and 4+ on some rolls gets you extra skill) which produces basic four year characters with skills similar to advanced character generation--this works out to about a skill per year or so.

You might consider the simple MT tweak.
 
Originally posted by Allensh:
Would it damage the CT system overly much if I allowed characters to roll for one skill level a year rather than one per term?
It wouldn't damage the CT system at all as long as you kept it consistent.

If you use NPCs from various published materials, your PCs will be "more heroic" than the NPCs, not unlike a D&D high level character meeting a group of low hit die goblins.

You could beef up NPCs, or simply let your PCs retain the edge.

What I do is allow the two MT fixes to CT chargen (Special Duty roll, and 4+ on some rolls gets you extra skill) which produces basic four year characters with skills similar to advanced character generation--this works out to about a skill per year or so.

You might consider the simple MT tweak.
 
Originally posted by Allensh:
P.S. Does there exist anywhere a nicely formatted complete list of all the skills in CT?
Well, it's not "nicely formatted", but I have a CT list of skills as well (it's as complete as I can get it--I've got most of the CT stuff, but I don't have all the journals).


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Academic J22, C29, MT, T4
Admin TB, B7, MT, T4, TNE
Aircraft TB, S4, MT, T4
Air/Raft TB
Appeal A3, AM5
Assault (Psi) TB, MT, T4, TNE
ATV TB, MT
Auto Weapons B4, TNE

Battle Dress B4, BOJ2, MT, T4
Blade Combat TB, B5, S4, AM2, MT, T4
Boost (Psi) AM5
Bow Combat S4, SMC, T4
Brawling TB, BOJ2, T4
Bribery TB, AM1, T4, TNE
Broker B6, B7, AM1, AM2, AM7, MT, T4

Carousing B5, B6, B7, SMC, AM1, AM7, MT, T4, TNE
Clairaudience (Psi) TB, MT, T4, TNE
Clairvoyance (Psi) TB, MT, T4, TNE
Close Combat AM2
Combat Engineering B4, AM1, BOJ2, MT, TNE
Combat Rifleman B4, MT
Communications B5, B6, B7, SMC, AM1, AM7, MT, T4, TNE
Computer TB, MT, T4, TNE

Demolitions B4, SMC, AM1, AM5, T4
Dewclaw AM1, S&A
Direction (Psi) TB, MT, T4
Diversion AM2

Electronics TB, MT, T4, TNE
Enclosure AM2
Engineering TB, J15, MT, T4, TNE
Equestrian B6, T4

FA Gunnery B4, MT
Fleet Tactics B5, AM1, MT, TNE
Flicking (Psi) AM4
Flying A3, AM5
Forgery TB, MT, T4, TNE
Forgetfulness (Psi) AM5
Forward Observer TB, MT, T4,TNE

Gambling TB, MT, T4, TNE, AotR
Grav Vehicle TB, B5, S4, SMC, MT
Gravitics B5, B7, SMC, AM1, AM5, AM7, MT, T4, TNE
Gun Combat TB, S4, MT, T4
Gunnery TB, B5, S4, MT, T4, TNE

Handgun B5, MT
Heavy Weapons B4, MT, T4
Helicopter TB, B5, MT, T4
Herding BOJ2, MT
High Energy Weapons B4, MT
Homing (Psi) AM5
Hovercraft TB, B5, S4, SMC, MT, TNE
Hunting B6, S4, SMC, AM1, AM5, BOJ2, MT

Independence AM1, S&A
Infighting TA, AM3, V&V
Instruction B4, B5, SMC, AM1, AM5, AM7, T4, TNE
Interrogation B4, B5, SMC, AM1, AM5, MT, T4, TNE, AotR
Invisibility (Psi) AM5, PI
Inward Eye (Psi) AM5

Jack of All Trades TB, MT, T4
Jet-propelled Aircraft TB, B5, MT, T4

Large Watercraft TB, MT, TNE
Laser Weapons B4, B5, MT
Leader TB, AM2, MT, T4, TNE
Legal B7, AM7, MT, TNE
Liaison B5, B6, B7, TA, SMC, AM1, AM3, AM4-7, BOJ2, MT, TNE, AotR
Life Detection (Psi) TB, MT, T4, TNE
Lighter-than-Air Craft B5, MT
Linguistics BOJ4, MT, T4, TNE
Link (Psi) AM5

Manipulation AM7
Mechanical TB, MT, T4
Medical TB, J13, BOJ3, MT, TD12, TD13, TD20, TD21, T4, TNE, AotR
Meson Weapons B5
Mountaineering TME, TA

Naval Architect B6, AM5, MT,TNE
Navigation (Astrogation) TB, MT, T4, TNE
Non-Verbal Communication AM4, AM7

Personal Weapons AM1, S&A
Pilot TB, MT, T4, TNE
Pistol B4, MT, T4
Polearm AM2, MT
Prediction (Psi) AM5
Probe (Psi) TB, MT, T4, TNE
Propeller-driven Aircraft TB, B5, MT, T4
Prospecting S4, TA, SMC, BS, AM1, AM3, AM5, MT
Psionically Enhanced Endurance (Psi) TB, MT, T4, TNE
Psionically Enhanced Strength (Psi) TB, MT, T4, TNE
Psychology AM4, AM7, T4, TNE


Read Surface Thoughts (Psi) TB, MT, T4
Recon B4, B6, SMC, AM1, AM5, BOJ2, MT, T4
Recruiting B4, B5, SMC, AM1, MT, TNE
Rejuvenation (Psi) AM5
Regeneration (Psi) TB, MT, T4, TNE
Robot Ops B8, MT
Robotics B8, MT, T4, TNE

Screens B5, MT, TNE
Send Thoughts (Psi) TB, MT, T4, TNE
Sense (Psi) TB, MT, T4
Shield (Psi) TB, MT, T4,TNE
Ship Tactics B5, B6, B7, SMC, AM1, AM2, AM5, MT, TNE
Ship’s Boat TB, B5, AM2, MT, T4
Ship’s Energy Weapons B5
Ship’s Lasers B5
Ship’s Missiles B5, TNE
Ship’s Particle Accelerators B5
Small Watercraft TB, B5, S4, SMC, TNE
SMG B4, B5
Steward TB, B7, MT, TNE
Streetwise TB, B7, AM1, AM2, AM5, MT, T4, TNE
Submersible TB
Survey B6, MT, T4, TNE
Survival B4, B5, B6, SMC, AM1, AM5, BOJ2, MT, T4, TNE
Suspended Animation (Psi) TB, MT, T4,TNE

Tactics TB, AM2, BOJ2, MT, T4
Telekinesis (Psi) TB, MT, T4, TNE
Telempathy (Psi) TB, MT, T4, TNE
Teleportation (Psi) TB, MT, T4,TNE
Tolerance AM1, AM2, S&A
Tracked Vehicle TB, B5, S4, SMC, MT
Trader B7, AM1, AM4, AM7, MT, T4
Train AM5
Translator AM7

Unarmed Combat A3, AM5, TNE, AotR

Vacc Suit TB, AM2, MT, T4
Vehicle TB, B4, B5, S4, SMC, AM2, MT
Verbalization BOJ2

Waldo Ops BOJ2, TD13
Watercraft TB, S4, SMC, T4
Wheeled Vehicle TB, B5, S4, SMC, MT

Xeno-Medicine TB, MT

Zero-G Combat B4, B5, B6, B7, SMC, AM5, AM7
Zero-G Environ BS, MT, TNE. AotR
Zero-G Weapons B4</pre>[/QUOTE]
 
Originally posted by Allensh:
P.S. Does there exist anywhere a nicely formatted complete list of all the skills in CT?
Well, it's not "nicely formatted", but I have a CT list of skills as well (it's as complete as I can get it--I've got most of the CT stuff, but I don't have all the journals).


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Academic J22, C29, MT, T4
Admin TB, B7, MT, T4, TNE
Aircraft TB, S4, MT, T4
Air/Raft TB
Appeal A3, AM5
Assault (Psi) TB, MT, T4, TNE
ATV TB, MT
Auto Weapons B4, TNE

Battle Dress B4, BOJ2, MT, T4
Blade Combat TB, B5, S4, AM2, MT, T4
Boost (Psi) AM5
Bow Combat S4, SMC, T4
Brawling TB, BOJ2, T4
Bribery TB, AM1, T4, TNE
Broker B6, B7, AM1, AM2, AM7, MT, T4

Carousing B5, B6, B7, SMC, AM1, AM7, MT, T4, TNE
Clairaudience (Psi) TB, MT, T4, TNE
Clairvoyance (Psi) TB, MT, T4, TNE
Close Combat AM2
Combat Engineering B4, AM1, BOJ2, MT, TNE
Combat Rifleman B4, MT
Communications B5, B6, B7, SMC, AM1, AM7, MT, T4, TNE
Computer TB, MT, T4, TNE

Demolitions B4, SMC, AM1, AM5, T4
Dewclaw AM1, S&A
Direction (Psi) TB, MT, T4
Diversion AM2

Electronics TB, MT, T4, TNE
Enclosure AM2
Engineering TB, J15, MT, T4, TNE
Equestrian B6, T4

FA Gunnery B4, MT
Fleet Tactics B5, AM1, MT, TNE
Flicking (Psi) AM4
Flying A3, AM5
Forgery TB, MT, T4, TNE
Forgetfulness (Psi) AM5
Forward Observer TB, MT, T4,TNE

Gambling TB, MT, T4, TNE, AotR
Grav Vehicle TB, B5, S4, SMC, MT
Gravitics B5, B7, SMC, AM1, AM5, AM7, MT, T4, TNE
Gun Combat TB, S4, MT, T4
Gunnery TB, B5, S4, MT, T4, TNE

Handgun B5, MT
Heavy Weapons B4, MT, T4
Helicopter TB, B5, MT, T4
Herding BOJ2, MT
High Energy Weapons B4, MT
Homing (Psi) AM5
Hovercraft TB, B5, S4, SMC, MT, TNE
Hunting B6, S4, SMC, AM1, AM5, BOJ2, MT

Independence AM1, S&A
Infighting TA, AM3, V&V
Instruction B4, B5, SMC, AM1, AM5, AM7, T4, TNE
Interrogation B4, B5, SMC, AM1, AM5, MT, T4, TNE, AotR
Invisibility (Psi) AM5, PI
Inward Eye (Psi) AM5

Jack of All Trades TB, MT, T4
Jet-propelled Aircraft TB, B5, MT, T4

Large Watercraft TB, MT, TNE
Laser Weapons B4, B5, MT
Leader TB, AM2, MT, T4, TNE
Legal B7, AM7, MT, TNE
Liaison B5, B6, B7, TA, SMC, AM1, AM3, AM4-7, BOJ2, MT, TNE, AotR
Life Detection (Psi) TB, MT, T4, TNE
Lighter-than-Air Craft B5, MT
Linguistics BOJ4, MT, T4, TNE
Link (Psi) AM5

Manipulation AM7
Mechanical TB, MT, T4
Medical TB, J13, BOJ3, MT, TD12, TD13, TD20, TD21, T4, TNE, AotR
Meson Weapons B5
Mountaineering TME, TA

Naval Architect B6, AM5, MT,TNE
Navigation (Astrogation) TB, MT, T4, TNE
Non-Verbal Communication AM4, AM7

Personal Weapons AM1, S&A
Pilot TB, MT, T4, TNE
Pistol B4, MT, T4
Polearm AM2, MT
Prediction (Psi) AM5
Probe (Psi) TB, MT, T4, TNE
Propeller-driven Aircraft TB, B5, MT, T4
Prospecting S4, TA, SMC, BS, AM1, AM3, AM5, MT
Psionically Enhanced Endurance (Psi) TB, MT, T4, TNE
Psionically Enhanced Strength (Psi) TB, MT, T4, TNE
Psychology AM4, AM7, T4, TNE


Read Surface Thoughts (Psi) TB, MT, T4
Recon B4, B6, SMC, AM1, AM5, BOJ2, MT, T4
Recruiting B4, B5, SMC, AM1, MT, TNE
Rejuvenation (Psi) AM5
Regeneration (Psi) TB, MT, T4, TNE
Robot Ops B8, MT
Robotics B8, MT, T4, TNE

Screens B5, MT, TNE
Send Thoughts (Psi) TB, MT, T4, TNE
Sense (Psi) TB, MT, T4
Shield (Psi) TB, MT, T4,TNE
Ship Tactics B5, B6, B7, SMC, AM1, AM2, AM5, MT, TNE
Ship’s Boat TB, B5, AM2, MT, T4
Ship’s Energy Weapons B5
Ship’s Lasers B5
Ship’s Missiles B5, TNE
Ship’s Particle Accelerators B5
Small Watercraft TB, B5, S4, SMC, TNE
SMG B4, B5
Steward TB, B7, MT, TNE
Streetwise TB, B7, AM1, AM2, AM5, MT, T4, TNE
Submersible TB
Survey B6, MT, T4, TNE
Survival B4, B5, B6, SMC, AM1, AM5, BOJ2, MT, T4, TNE
Suspended Animation (Psi) TB, MT, T4,TNE

Tactics TB, AM2, BOJ2, MT, T4
Telekinesis (Psi) TB, MT, T4, TNE
Telempathy (Psi) TB, MT, T4, TNE
Teleportation (Psi) TB, MT, T4,TNE
Tolerance AM1, AM2, S&A
Tracked Vehicle TB, B5, S4, SMC, MT
Trader B7, AM1, AM4, AM7, MT, T4
Train AM5
Translator AM7

Unarmed Combat A3, AM5, TNE, AotR

Vacc Suit TB, AM2, MT, T4
Vehicle TB, B4, B5, S4, SMC, AM2, MT
Verbalization BOJ2

Waldo Ops BOJ2, TD13
Watercraft TB, S4, SMC, T4
Wheeled Vehicle TB, B5, S4, SMC, MT

Xeno-Medicine TB, MT

Zero-G Combat B4, B5, B6, B7, SMC, AM5, AM7
Zero-G Environ BS, MT, TNE. AotR
Zero-G Weapons B4</pre>[/QUOTE]
 
Basically what I am considering is:

1 skill level each year of a four year term
1 skill level upon Promotion
1 skill level upon Commission
1 skill level on a special duty roll (8+ for all careers)
Since Scouts don't get promoted or commissioned, they get 6 skill levels each four year term.

One of the things that keeps my players from embracing CT is that they feel characters don't get enough skills. I am not neccesarily oppposed to characters who are highly skilled; they are the heroes after all, they're allowed to be exceptional. And if I cap skills at 5, they'll have to spread those levels out some. I am also considering letting them choose half the levels they receive each term with the others rolled randomly (odd numbers are divided in the players favor).

Allen
 
Basically what I am considering is:

1 skill level each year of a four year term
1 skill level upon Promotion
1 skill level upon Commission
1 skill level on a special duty roll (8+ for all careers)
Since Scouts don't get promoted or commissioned, they get 6 skill levels each four year term.

One of the things that keeps my players from embracing CT is that they feel characters don't get enough skills. I am not neccesarily oppposed to characters who are highly skilled; they are the heroes after all, they're allowed to be exceptional. And if I cap skills at 5, they'll have to spread those levels out some. I am also considering letting them choose half the levels they receive each term with the others rolled randomly (odd numbers are divided in the players favor).

Allen
 
Yowza! 1 per year plus Promotion, Commission and Special Duty Rolls?! Yeah, that would make your characters a bit heroic.

One of the things to explain is that skill levels represent massive increases in ability/knowledge. If you cap skill levels at 6 (where CT caps it, nominally), you realize that means people like Muhammad Ali only had a 5-6 in Boxing (Mike Tyson has his skill in Brawling). Mario Andretti had a 5-6 in Vehicle-Wheeled. Einstein was a 7, perhaps, in Physics.

Also, it helps to lay out a few 0-level skills for them. Things like Computer-0 equate to using e-mail, the internet, and Office. Vehicle-0 equates to most folks' driving skill. (Vehicle-2 equates to where most folks think their driving skill is at, and Vehicle-4 is where most 17yo guys believe their driving skill is. ;) )
 
Yowza! 1 per year plus Promotion, Commission and Special Duty Rolls?! Yeah, that would make your characters a bit heroic.

One of the things to explain is that skill levels represent massive increases in ability/knowledge. If you cap skill levels at 6 (where CT caps it, nominally), you realize that means people like Muhammad Ali only had a 5-6 in Boxing (Mike Tyson has his skill in Brawling). Mario Andretti had a 5-6 in Vehicle-Wheeled. Einstein was a 7, perhaps, in Physics.

Also, it helps to lay out a few 0-level skills for them. Things like Computer-0 equate to using e-mail, the internet, and Office. Vehicle-0 equates to most folks' driving skill. (Vehicle-2 equates to where most folks think their driving skill is at, and Vehicle-4 is where most 17yo guys believe their driving skill is. ;) )
 
Half random is an OK method for controlling the randomness. The way I have done it is to allow the choice of table after the roll. The randomness is still there, but they get to attempt to guide the character through the randomness.
 
Half random is an OK method for controlling the randomness. The way I have done it is to allow the choice of table after the roll. The randomness is still there, but they get to attempt to guide the character through the randomness.
 
Originally posted by Allensh:
Basically what I am considering is:

1 skill level each year of a four year term
1 skill level upon Promotion
1 skill level upon Commission
1 skill level on a special duty roll (8+ for all careers)
Since Scouts don't get promoted or commissioned, they get 6 skill levels each four year term.

One of the things that keeps my players from embracing CT is that they feel characters don't get enough skills. I am not neccesarily oppposed to characters who are highly skilled; they are the heroes after all, they're allowed to be exceptional.
I'm with Fritz. I think what you are proposing is a bit much.

Don't forget that the value of a skill level in CT is higher than it is than, say, in T4.

What I mean to say is: a +1DM (say, from a Skill-1) in CT, when you are rolling 2D, trying to get 8+ thrown is much, much more valuable than the same +1DM in T4, when you are trying to throw 3D for a target number or less (just an example).

That +1DM in CT is a lot more valuable than the same +1DM in T4...which is why T4 gives you more skills.

I'm thinking you might unbalance the game with these changes--to where your characters are making every throw. There will be no challenge.

If you go ahead with your method, you might consider implementing the INT + EDU cap, meaning that a character cannot have more skills (add them up) than the total of the character's INT plus EDU.

Also, you could impose a rule where any one skill cannot be higher than the character's EDU score.

Those two measures might keep some balance in your game if you implement the changes you're proposing.
 
Originally posted by Allensh:
Basically what I am considering is:

1 skill level each year of a four year term
1 skill level upon Promotion
1 skill level upon Commission
1 skill level on a special duty roll (8+ for all careers)
Since Scouts don't get promoted or commissioned, they get 6 skill levels each four year term.

One of the things that keeps my players from embracing CT is that they feel characters don't get enough skills. I am not neccesarily oppposed to characters who are highly skilled; they are the heroes after all, they're allowed to be exceptional.
I'm with Fritz. I think what you are proposing is a bit much.

Don't forget that the value of a skill level in CT is higher than it is than, say, in T4.

What I mean to say is: a +1DM (say, from a Skill-1) in CT, when you are rolling 2D, trying to get 8+ thrown is much, much more valuable than the same +1DM in T4, when you are trying to throw 3D for a target number or less (just an example).

That +1DM in CT is a lot more valuable than the same +1DM in T4...which is why T4 gives you more skills.

I'm thinking you might unbalance the game with these changes--to where your characters are making every throw. There will be no challenge.

If you go ahead with your method, you might consider implementing the INT + EDU cap, meaning that a character cannot have more skills (add them up) than the total of the character's INT plus EDU.

Also, you could impose a rule where any one skill cannot be higher than the character's EDU score.

Those two measures might keep some balance in your game if you implement the changes you're proposing.
 
Here's something to think about when changing the number of skills gained in CT....

Take a simple roll of 2D for 8+.


2D for 8+

--> With no DMs, this roll has a 42% chance of success.

--> With a +1DM, this roll has a 58% chance of success.

--> +2DM, 72%.

--> +3DM, 83%.

--> +4DM, 92%.

--> +5DM, 97%.

--> +6DM, 100%


In CT, as written, your typical character has skills ranging from Level-0 to Level-3. That puts him in the range of 42%-83% chance of success.

If you change that, and a typical character has skills from Level-2 to Level-5, you'll be unbalancing the game in that the characters will have a range of 72%-97%.

When characters typically have at least Skill-2 or higher, you're allowing them to succeed most of the time.


If you make any changes to the CT rules, allowing them more skills, you should definitley keep the chargen random so that they can't pick their skills....that will help keep the skill levels down (giving the characters more skills, but each skill will still stay in the 0-3 range...with the occasional higher skill).
 
Here's something to think about when changing the number of skills gained in CT....

Take a simple roll of 2D for 8+.


2D for 8+

--> With no DMs, this roll has a 42% chance of success.

--> With a +1DM, this roll has a 58% chance of success.

--> +2DM, 72%.

--> +3DM, 83%.

--> +4DM, 92%.

--> +5DM, 97%.

--> +6DM, 100%


In CT, as written, your typical character has skills ranging from Level-0 to Level-3. That puts him in the range of 42%-83% chance of success.

If you change that, and a typical character has skills from Level-2 to Level-5, you'll be unbalancing the game in that the characters will have a range of 72%-97%.

When characters typically have at least Skill-2 or higher, you're allowing them to succeed most of the time.


If you make any changes to the CT rules, allowing them more skills, you should definitley keep the chargen random so that they can't pick their skills....that will help keep the skill levels down (giving the characters more skills, but each skill will still stay in the 0-3 range...with the occasional higher skill).
 
Originally posted by WJP:
Also, you could impose a rule where any one skill cannot be higher than the character's EDU score.
:eek: That would allow skill levels of up to 15! Personally, I would stick with 6 as a normal max.
 
Originally posted by WJP:
Also, you could impose a rule where any one skill cannot be higher than the character's EDU score.
:eek: That would allow skill levels of up to 15! Personally, I would stick with 6 as a normal max.
 
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