....infact one of the example characters breaks the Int+Edu cap, as do a few sample characters in Veterans.
Casualties of retro-fitting the game with that rule, no doubt.
Starter Edition was the last iteration - and it had rules that were missing from TTB.
Starter Edition doesn't count...as it was intended as a "rules lite" version of the game. (Heck, even the Experience section is missing!)
Hasn't Marc said somewhere (I thought I'd read) that TTB is the ultimate version of the Traveller rules?
Problem being you have to specify which version of the CT rules - always preferred first edition myself
I think any edition of CT is appropriate for this thread. If there is something in first edition you want to highlight, then have at it.
On the subject of experience, if a player musters out with 70,000 Cr the Experience section and a nice GM could allow them to go to college to pick up a skill lvl 2 in a technical skill
Yessir, correct. The sabbatical costs Cr70,000, takes 4 years, and nets the character a Skill-2 in a non-weapon skill.
Yet another way to immediately improve your character straight out of chargen.
In fact, a player could
combine your suggestion above with something I was describing earlier in the thread.
The character goes through chargen and musters out.
Immediately after chargen, the character takes the sabbatical, netting him a Skill-2 non-weapon skill.
The character is aged another 4 years.
And, then the character can attempt a Weapon experience program using two Skill-0 weapon skills as I suggested earlier.
The net result would be: The character gains +4 skill levels from 3 new skills, in addition to whatever he earned during character generation.
My guess is that not too many Traveller players use these rules--but they can be quite profitable for the character if all goes well (have the money for the sabbatical, make the determination throw for the experience program, GM plays along with you, etc.).