An idea for character advancement.

hdan

Mongoose
Inspired by both MGT's "skill packages" for starting parties and CT's improvement rules, I had an idea for a type of character advancement that is very much not like the classic "get XP, spend them on new skills" approach. This system is for groups with players who believe their characters should improve over time.

First off, the systems kind of assumes that you tend to run adventures with more than one scene rather than running a continuous stream of random patron encounters. [See "thoughts" below.] Also, if you use this system, use it INSTEAD of MGT's party skills packages.

Before each adventure, the Referee puts together a "package" of skills that will be useful on the adventure. Ideally, this would have at least one skill per player. You can put skills in with or without a level, depending on how you wish the players to be able to use them. They follow the same rules as skills you get during chargen. Each player chooses one of the skills (they could all choose the same skill, it's not a "pool") and gains it temporarily for the adventure.

At the end of the adventure, the player may attempt to retain the skill by rolling and Edu check with a NEGATIVE DM of their current level in that skill. Players who get a level-0 skill this way don't have to test, they get the level-0 automatically. [This means EDU becomes useful, as a high EDU will generally allow you to advance more quickly.]

For example, a player with Pilot-2 takes the "Pilot" skill from the adventure's package, granting them Pilot-3 for the course of the adventure. At the end, the player must make an Average EDU-2 test to keep the extra skill level.

Another player who knows nothing about piloting also takes the skill so he can act as backup, granting him a temporary Pilot-0. At the end of the adventure, he gets Pilot-0. Next adventure, if he also chooses Pilot, he will have to make an Average EDU test to keep it, or revert to Pilot-0.

What do you think?

Additional Thoughts:

Unless your players just enjoy suck book keeping, I wouldn't bother tracking uses of the skill(s) in question. Though you *could* say players may only roll to keep skills they actually used at least once successfully during the adventure.

A nice Referee might let the players keep their package skill as "payment", provided they succeed in the goal of their adventure, otherwise they do not keep the extra levels. (Though I'd still let them keep any level-0 skills.) This works as a sort of upside-down version of the standard "ok, adventure's over, you each get to pick some new powers now" flow.

This is a nice way to give your players some less common skills like Art(Dance) or Athletics(Endurance) or Language(...). ("What, I studied a little Vargrish for a school project back on Dinomn. Let me see those language tapes and I'll brush up." = Language(Vargr) - 0.)

The package might also have physical stats (STR, DEX, END) if that seems appropriate, though I wouldn't do this lightly.

Referees can construct the skill package however they want, though the MGT starting skill packages could be a good guideline. For example, if you were running "Mission on Mithril", then a package with ATV, Navigation, Mechanics, Hunting and Athletics(Endurance) might be useful. If you don't want your characters to become too powerful, then don't put skills in the package that they already have.

The adventure skill package might be used as foreshadowing for the players, or you could put red herring skills in there if you are the sort of Referee who likes to toy with his players. If the adventure's subject matter is meant to be secret, then either don't reveal the skill list until the surprise is sprung or don't include skills in the list that give things away. For example, if you were running "Mission on Mithril", you might not reveal the package until the players were willing to take the job. The patron could then give them a few training materials to familiarize themselves with before heading out.

For random patron "sandbox" campaigns, the players themselves should choose a skill to be "working on", and the referee should determine the frequency of "leveling". CT used every 4 years, but that's a bit extreme for MGT. I'd suggest every year OR every 3-5 successful patron jobs.

If your adventure has any significant down time (like more than a month), then you will want to consider each "segment" a separate adventure for these purposes.

Trying to justify the logic of this system: It's more gamesmanship than logical, but you *could* justify the list in game terms. Continuing with my "Mithril" example, the patron gives the players an ATV tech manual, and one of the players studies the mechanical schematics. They get +1 Mechanical for the purposes of working on the ATV, and after the end of the adventure, that knowledge might transfer into a more general understanding of mechanics.
 
Interesting. You might be onto something there, sort of a "ship's locker" adventure setup for skills. Needs a little work perhaps but the basic idea is inspired.Note, I typed up the reply before some of your additional thoughts.

In setting up adventures not everything in the locker has to be vital to the adventure but everything vital to the adventure has to be in the locker. In the case of your skills idea I'd suggest a slightly different approach (just quick thoughts):

1 - At the beginning of any session present the vital skills list; the list of skills that will be required to complete the adventure; even if the players already have many or all of the skills listed. Permit them to select one skill each* from the list after conferring. This gives them a temporary rating of +1 skill level in the skill. If they already have the skill then it raises it. If they don't have it then they gain level 0. Note, if they have level 0 then they gain level 1. If they are wise they will ensure they have the minimum skill set by their selections or perhaps by hiring skilled NPCs. Otherwise they may not be able to complete the adventure. Note, this need not give-away the adventure, if there is a vital skill that you want to keep secret I see two ways to handling it. List a "secret" skill, to be revealed when needed. Or assign the "secret" skill to an NPC.

* may depend on party size I suppose

1.1 - Optionally include non-vital skills in the list and allow players to select them if desired. This permits gaining new skills, representing hobbies or other interests, but they should be designated as optional so the players know the risks of ignoring vital skills in favour of the optional ones. Feels less rail-roady and roll-player, more open-roady and role-player.

1.2 - Optionally don't differentiate between the vital and optional skills. Let the players make their own choices without any guidance for a more challenging and realistic simulation.

2 - Upon completion of the adventure permit the roll for retaining the skill, but I would base it off the skill rather than Edu. Not all skills are suitably Edu based. I like the DM of -1 per level of the skill though, making raising skills more difficult as you advance but always providing an adventure boost. So roll a skill test, mods for stat and -1 per level of the skill being attempted. A zero level skill is retained as such without rolling, for the experience they gained using it in the adventure.

EDIT - forgot the * note in section 1.0 above, no biggie
 
hdan, please write this up more formally, and submit it to Freelance Traveller (submissions@freelancetraveller.com or editor@freelancetraveller.com). Include your real name for credit when you do.
 
I'm glad people like the idea. I'll do a more detailed and consistent article for freelancetraveller - this was just my "off the cuff" interpretation of an idea I had over my lunch break. :)

Far-trader, I will borrow your "ship's locker" analogy, and I agree with you about keeping the skills - EDU isn't always the right thing.
 
Nothing wrong with an alternate system for checking to see if skills increase and I think the skill package approach is quite proactive vs reactive. My skill advance system is based on using skills or training during down time without knowing what skills the next adventure might need.

If I understand it correctly, I'm not on board with having a skill temporarily and then rolling to see if it is kept. Yes, skill levels could be lost, but in this case, even with use, there is a chance to lose a skill. Why does this particular skill need to be checked (from the skill package) and not all skills?

Sorry to be negative, but just pointing something out that maybe can be done an alternate way or could use additional explanation. Personally, I'd hate to lose a skill without some reason that makes sense, and even better, can be role played. "It's been years since I was a sniper in the army. I'm a bit rusty and might not be able to make that shot like I used to."
 
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