As we all know Traveller is different from most other RPGs in that you do not gain "experience" as you adventure, nor do you improve your skills simply from use. While this is one of the things that I love about the game, it is also something that I feel could use some tweaking. And since I am about to start a new campaign with a group of players who are all new to Traveller I thought it would be a good time to come up with some ideas.
I started with researching the topic on the web and have seen several different takes on the topic that range from "it can't be done, you are stuck with what you muster out with" to "give the players what they want every few (units of time)". I do know that in at least one version of Traveller there was an option for a character to go back to school and learn a non-combat skill at level 2 for 70,000 credits and 4 years, which is a good option for characters who are younger, but not so much for the older ones.
So I have come up with a system that takes several ideas I read about and kinda mushes them up and I thought I would share with the folks here and get some opinions on it.
This is for improving non-combat skills through usage, not going to school or stuff like that. So there are three steps:
1. Use the skill
2. Find a trainer
3. Hire the trainer and train
Simple enough, right? So this is how it will work:
Use the Skill: When a player makes a skill check and rolls a natural 12, they add a tick mark to their character sheet by that skill. It represents them performing a task at such a high level that they have learned something new about the skill. Once they have acquired enough tick marks they can search for a trainer. You calculate how many you need by multiplying the level you want to attain *2 + 1. For instance, to go to level 2 of a skill you would need 5 tick marks.
Find a Trainer: This will take time, money, and some luck. Once a character has enough tick marks to train they must search for a trainer. They can search only once per planet/system. The search will take 2 days plus the number of tick marks they needed. So to search for a level 2 trainer will take 7 days. It will also cost 1,000cr per day. The difficulty to find the trainer starts at 8 and has the following modifiers:
Level 0 - Easy Task (+4)
Level 1 - Routine (+2)
Level 2 - Average (+0)
Level 3 - Difficult (-2)
Level 4 - Very Difficult (-4)
Level 5 - Formidable (-6)
The referee will add modifiers as well based upon the size, population, tech level, and law level of the world and the skill. For example, a high population world, high tech world may have a modifier of +4 when trying to find a Level 3 or 4 Computers trainer. Basically use common sense.
Training: Once a trainer has been found it is time to pay up. Training costs and time will be dependent upon the level, but will have a minimum of 30,000cr and 1 month (for level 0 basically). You will add (2x the level + 1d6 per level) * 1,000cr to the base cost of 30,000 and that many additional weeks to the 1 month minimum.
Example: Joe has Mechanic-2 and wants to get to level 3. He has 7 tick marks and is ready to search for a trainer. The search will cost him 9,000cr and take 9 days. There is a -2 DM on the roll for the level, but he is on a high population (B), high tech (C) world so we will give him a +4 on the roll, so he needs a 6. He makes the roll and finds a trainer. He rolls 3d6 and gets a 10. So the training will cost him 30,000 + 6,000 + 10,000 = 46,000 and take him 14 weeks (4 week min + 10 weeks).
So the total is 54k and almost 4 months to increase his skill from 2 to 3 *after* he collects 7 natural 12 rolls.
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Some things that might get adjusted are how often the XP is rewarded. If it is too much I may put the requirement that the check needs to be "difficult" or harder and a natural 12 to get one.
I was also thinking of doing something similar with combat skills but making the required number of XP marks 4x the level or more. Not sure about that since there are plenty or ways to improve your weapons.
Any thoughts, comments, suggestions, tweaks, etc to my idea? I know it is similar to something that another user here (I think Supplement Four) posted in the Classic Traveller forums and that was the inspiration to get me going on this path.
Thanks!
I started with researching the topic on the web and have seen several different takes on the topic that range from "it can't be done, you are stuck with what you muster out with" to "give the players what they want every few (units of time)". I do know that in at least one version of Traveller there was an option for a character to go back to school and learn a non-combat skill at level 2 for 70,000 credits and 4 years, which is a good option for characters who are younger, but not so much for the older ones.
So I have come up with a system that takes several ideas I read about and kinda mushes them up and I thought I would share with the folks here and get some opinions on it.
This is for improving non-combat skills through usage, not going to school or stuff like that. So there are three steps:
1. Use the skill
2. Find a trainer
3. Hire the trainer and train
Simple enough, right? So this is how it will work:
Use the Skill: When a player makes a skill check and rolls a natural 12, they add a tick mark to their character sheet by that skill. It represents them performing a task at such a high level that they have learned something new about the skill. Once they have acquired enough tick marks they can search for a trainer. You calculate how many you need by multiplying the level you want to attain *2 + 1. For instance, to go to level 2 of a skill you would need 5 tick marks.
Find a Trainer: This will take time, money, and some luck. Once a character has enough tick marks to train they must search for a trainer. They can search only once per planet/system. The search will take 2 days plus the number of tick marks they needed. So to search for a level 2 trainer will take 7 days. It will also cost 1,000cr per day. The difficulty to find the trainer starts at 8 and has the following modifiers:
Level 0 - Easy Task (+4)
Level 1 - Routine (+2)
Level 2 - Average (+0)
Level 3 - Difficult (-2)
Level 4 - Very Difficult (-4)
Level 5 - Formidable (-6)
The referee will add modifiers as well based upon the size, population, tech level, and law level of the world and the skill. For example, a high population world, high tech world may have a modifier of +4 when trying to find a Level 3 or 4 Computers trainer. Basically use common sense.
Training: Once a trainer has been found it is time to pay up. Training costs and time will be dependent upon the level, but will have a minimum of 30,000cr and 1 month (for level 0 basically). You will add (2x the level + 1d6 per level) * 1,000cr to the base cost of 30,000 and that many additional weeks to the 1 month minimum.
Example: Joe has Mechanic-2 and wants to get to level 3. He has 7 tick marks and is ready to search for a trainer. The search will cost him 9,000cr and take 9 days. There is a -2 DM on the roll for the level, but he is on a high population (B), high tech (C) world so we will give him a +4 on the roll, so he needs a 6. He makes the roll and finds a trainer. He rolls 3d6 and gets a 10. So the training will cost him 30,000 + 6,000 + 10,000 = 46,000 and take him 14 weeks (4 week min + 10 weeks).
So the total is 54k and almost 4 months to increase his skill from 2 to 3 *after* he collects 7 natural 12 rolls.
------------------------------------
Some things that might get adjusted are how often the XP is rewarded. If it is too much I may put the requirement that the check needs to be "difficult" or harder and a natural 12 to get one.
I was also thinking of doing something similar with combat skills but making the required number of XP marks 4x the level or more. Not sure about that since there are plenty or ways to improve your weapons.
Any thoughts, comments, suggestions, tweaks, etc to my idea? I know it is similar to something that another user here (I think Supplement Four) posted in the Classic Traveller forums and that was the inspiration to get me going on this path.
Thanks!