Adding/Dropping skills

phavoc

Emperor Mongoose
Has anyone ever run a campaign where they allowed players to learn NEW skills if they dropped an older one? For example, say you had Admin 2 and Gun Combat 0 (you were a wiz at the keyboard, but you never left the rear area in your career as a soldier).

But now you are with a bloodthirsty bunch of mates and you need better skills on the battlefield. So you train, say 8 weeks, and gain Gun Combat 1. But since you spend more time with guns and less time with your keyboard your Admin skills have atrophied down to Admin 1. So it's a zero net-net skill change, but it kind of reflect real life. As we learn new things we forget what we used to know. And it would allow you to, if you wanted, go back to the office full time and get your Admin back to 2, but drop your Gun Combat back to zero.

I know it kind of sounds like min/max playing, but it seems like that how it is in the real world. I think it would need to be somewhat managed by a ref (no like dropping Carousing - 3 for Medical - 3 without a LOT of full-time retraining) though.

Thoughts?
 
phavoc said:
Has anyone ever run a campaign where they allowed players to learn NEW skills if they dropped an older one? For example, say you had Admin 2 and Gun Combat 0 (you were a wiz at the keyboard, but you never left the rear area in your career as a soldier).
Not in Traveller, but in another game. We ended up house ruling it out because of all the debates around skill value and what it took to get them. Your Carousing for Medic is an example of the issues we had.


phavoc said:
I know it kind of sounds like min/max playing, ....
It does but then many rules can be twisted for that reason. I would suggest the present 1 week training could be an example. Bu the fear of the min/max player should not be the only reason not to have a rule in my opinion.


phavoc said:
I think it would need to be somewhat managed by a ref (no like dropping Carousing - 3 for Medical - 3 without a LOT of full-time retraining) though.
This would be the reason I would not want to see it used. This places the full burden onto the GM to manage the exchange and the arguments and the silly trades with no regard for their ability as a GM. I am a fan of clean and clear rules when ever possible. This one seems ripe for not just vague, but fuzzy and vague. I would not be a fan of skill trading.
 
I'd asked somewhere about what options were available once someone hit the INT+EDU wall but do not recall much comment. To me, something where you lose a skill and can then gain a skill elsewhere fits.

Clipped from another thread regarding post chargen skill leveling
Take the good with the bad
Any system that allows increasing skills should include some balance. What are the options for losing skills due to lack of use? Old age? Improper training? Learning to cut corners? Bad habits?
 
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