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One Skill level per year

Originally posted by Fritz88:
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. ;) )
I'd have to agree with Fritz88 on this although I do like the advanced generation of Mecrcenary, High Guard etc.

Part of the view of low skills in Traveller may be a part of the perception of scale. If they multiple by 25 and view the skill as a % they might have a better idea of the power of skill 3 for example. A skill 5 athlete is olypmic class IMO, now if they have the strength, etc. to go with it they make the olympic team.

If it is a matter of sheer numbers of skills one could allow a trade off, say instead of taking 1 skill at level 1 they take two at level 0. One way to do this is award skill points instead of actual skills, except for maybe the skills gained in special schools. I'd suggest awarding a constant 2 points per year or if using random skill acquisition 4 points per successful skill roll.

At the end of the career a player can make a roll for skill 0 for the cost of 2 points, skill 1 for a cost of 4 points, skill 2 for a cost of 8 points, skill 3 for a cost of 12 points, and I'll leave it to you if you want to make skills 4+ much harder than a 4-point progression.

You can play with the costs in addition to skill point award to shift the balance and allow for example a lot of 2's but make 3+ much more exspensive.

You may also let them roll then choose a table as Fritz88 suggests.

The reason I suggest the above is it often comes out of a desire for player choice in creating a character and making a "viable" character. From my experience players will more readily accept the "fewer" skills if they have a choice in their selection as they can control whether it is "viable" in their conception. So those who would rather have several 0's or 1's, they can have that. Those that want a couple power house skills, 4's, 5's they can have those. I'd personally scale it so those who wanted a 6 would have next to nothing else, a wonderful specialist but they need the support of a team.
 
Originally posted by Fritz88:
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. ;) )
I'd have to agree with Fritz88 on this although I do like the advanced generation of Mecrcenary, High Guard etc.

Part of the view of low skills in Traveller may be a part of the perception of scale. If they multiple by 25 and view the skill as a % they might have a better idea of the power of skill 3 for example. A skill 5 athlete is olypmic class IMO, now if they have the strength, etc. to go with it they make the olympic team.

If it is a matter of sheer numbers of skills one could allow a trade off, say instead of taking 1 skill at level 1 they take two at level 0. One way to do this is award skill points instead of actual skills, except for maybe the skills gained in special schools. I'd suggest awarding a constant 2 points per year or if using random skill acquisition 4 points per successful skill roll.

At the end of the career a player can make a roll for skill 0 for the cost of 2 points, skill 1 for a cost of 4 points, skill 2 for a cost of 8 points, skill 3 for a cost of 12 points, and I'll leave it to you if you want to make skills 4+ much harder than a 4-point progression.

You can play with the costs in addition to skill point award to shift the balance and allow for example a lot of 2's but make 3+ much more exspensive.

You may also let them roll then choose a table as Fritz88 suggests.

The reason I suggest the above is it often comes out of a desire for player choice in creating a character and making a "viable" character. From my experience players will more readily accept the "fewer" skills if they have a choice in their selection as they can control whether it is "viable" in their conception. So those who would rather have several 0's or 1's, they can have that. Those that want a couple power house skills, 4's, 5's they can have those. I'd personally scale it so those who wanted a 6 would have next to nothing else, a wonderful specialist but they need the support of a team.
 
Originally posted by Fritz88:
That would allow skill levels of up to 15! Personally, I would stick with 6 as a normal max.
Well, chargen doesn't really produce skills of higher than level-5 (rarely seen level 6+).

So, what this rule does is limit low EDU characters. Those with EDU-3, for example, are capped at Skill-3.

I use this rule in my game.

BTW, is there an "official" level-6 max? I didn't think there was a max in CT.
 
Originally posted by Fritz88:
That would allow skill levels of up to 15! Personally, I would stick with 6 as a normal max.
Well, chargen doesn't really produce skills of higher than level-5 (rarely seen level 6+).

So, what this rule does is limit low EDU characters. Those with EDU-3, for example, are capped at Skill-3.

I use this rule in my game.

BTW, is there an "official" level-6 max? I didn't think there was a max in CT.
 
Originally posted by Fritz88:
</font><blockquote>quote:</font><hr />Originally posted by Ptah:
By the way, welcome Allensh!
Ummmm... Ptah, he's been around longer than you have! He's just really slow to the posting bit.... ;) </font>[/QUOTE]'s ok
thanks for the welcome


Allen
 
Originally posted by Fritz88:
</font><blockquote>quote:</font><hr />Originally posted by Ptah:
By the way, welcome Allensh!
Ummmm... Ptah, he's been around longer than you have! He's just really slow to the posting bit.... ;) </font>[/QUOTE]'s ok
thanks for the welcome


Allen
 
Hmmm...

With the people I gamed with some years ago, they abused the system in every way imaginable. That was why I started generating characters for them. ;)

Do you use CT with MT tweaks, like the learning by experience rule? That would make people more likely to take characters with level-0 skills.

Wow, that's a lot of skills. If you had a lot of cascade skills like MT basic chargen has, that would 'soak off' a lot of those rolls. Or do you really want 'ubercharacters' running amok in your TU?
2 skills per term plus perks sounds good, with 4 for Scouts.

Even though I never played CHAMPIONS, I designed a lot of characters with them. Point based systems make it easy to get what you want, but for some reason I can't merge it with TRAVELLER. Been trying to understand T20 and my mind won't wrap around it. That's what happens when you play CT for almost 30 years... :eek:

If I remember right, the INT+EDU limit came out in a JTAS article, one of the early ones.
 
Hmmm...

With the people I gamed with some years ago, they abused the system in every way imaginable. That was why I started generating characters for them. ;)

Do you use CT with MT tweaks, like the learning by experience rule? That would make people more likely to take characters with level-0 skills.

Wow, that's a lot of skills. If you had a lot of cascade skills like MT basic chargen has, that would 'soak off' a lot of those rolls. Or do you really want 'ubercharacters' running amok in your TU?
2 skills per term plus perks sounds good, with 4 for Scouts.

Even though I never played CHAMPIONS, I designed a lot of characters with them. Point based systems make it easy to get what you want, but for some reason I can't merge it with TRAVELLER. Been trying to understand T20 and my mind won't wrap around it. That's what happens when you play CT for almost 30 years... :eek:

If I remember right, the INT+EDU limit came out in a JTAS article, one of the early ones.
 
I'll weigh in with the consensus that four skills per term plus bonuses for commission, promotion, and special duty may be a bit much, with the caveat that if you're running a "high-powered" campaign with comparable opponents it could be appropriate.

Then again, I'm one of those whack-doodles who thinks LBB 1 characters are cool.


Something that's been mentioned and bears repeating is that (skill)-0 is pretty cool for adventuring characters in CT - it's sufficient to eliminate the non-proficiency penalty associated with many skills, which gives the adventuring characters a "heroic" advantage over their non-player character counterparts. Pick a couple of (skill)-0 for your players' characters based on homeworld and/or career, and you've already given them a leg-up on the competition.
 
I'll weigh in with the consensus that four skills per term plus bonuses for commission, promotion, and special duty may be a bit much, with the caveat that if you're running a "high-powered" campaign with comparable opponents it could be appropriate.

Then again, I'm one of those whack-doodles who thinks LBB 1 characters are cool.


Something that's been mentioned and bears repeating is that (skill)-0 is pretty cool for adventuring characters in CT - it's sufficient to eliminate the non-proficiency penalty associated with many skills, which gives the adventuring characters a "heroic" advantage over their non-player character counterparts. Pick a couple of (skill)-0 for your players' characters based on homeworld and/or career, and you've already given them a leg-up on the competition.
 
Originally posted by Allensh:
</font><blockquote>quote:</font><hr />Originally posted by Fritz88:
</font><blockquote>quote:</font><hr />Originally posted by Ptah:
By the way, welcome Allensh!
Ummmm... Ptah, he's been around longer than you have! He's just really slow to the posting bit.... ;) </font>[/QUOTE]'s ok
thanks for the welcome


Allen
</font>[/QUOTE]Yah, just a general welcome to posting. ;) Sorry Allen, Fritz has it, saw the number of posts and just made an snap post.
Anyway, any further ideas on skill acquisition/did you try one per year + specials?
 
Originally posted by Allensh:
</font><blockquote>quote:</font><hr />Originally posted by Fritz88:
</font><blockquote>quote:</font><hr />Originally posted by Ptah:
By the way, welcome Allensh!
Ummmm... Ptah, he's been around longer than you have! He's just really slow to the posting bit.... ;) </font>[/QUOTE]'s ok
thanks for the welcome


Allen
</font>[/QUOTE]Yah, just a general welcome to posting. ;) Sorry Allen, Fritz has it, saw the number of posts and just made an snap post.
Anyway, any further ideas on skill acquisition/did you try one per year + specials?
 
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