Firstly, hello all, this being my first post here.
Enjoying the new traveller thus far, mostly.
In order to satisy my players' thirst for some limited advancement through skill use, I decided to make this system, which so far seems fairly balanced so far. It is designed to sit alongside the method in the book of studying to learn skills.
This method represents the on-the-job accumulation of skills, whereby it is much quicker to pick up a working knowledge (level 0) rather than attain the higher levels.
I do realise this may be herecy to some, but I think I have set it fairly low-key so as not to be the primary objective or source of gain for players.
Experience Points needed to learn a new skill:
Current skills points grand total + level of skill you wish to learn x 20
e.g Bob has 22 skills, wants to go for Vacc Suit 0, needs 22 points
e.g Bob has 22 skills, wants to go for Gun Cbt 1,having level 0 already, needs 42 points
Players can only go for skills that have been successfully attempted and used in previous game-play in a live situation, whereby failure may have some consequences. This prevents people all learning Pilot 0 , for example, for just messing about with a spaceship. It has to be used in a live situation, hence not a job you would necessarilty entrust to an unqualified person in that case!
Also you must learn level 0, before you go for level 1.
Experience point awards
I normally give this at the end of each adventure or session. I do not tell the players what points they get. It's all secret. I just tell them when they have enough points available for a possible skill gain.
Exceptionally clever use of a skill: +1
Roleplaying: +0-2
Surviving(including evading) +1
a hazardous situation/fight
An amazing idea/insight +1
Mission objective complete +2-5
Any comments, positive or negative welcome.
Enjoying the new traveller thus far, mostly.
In order to satisy my players' thirst for some limited advancement through skill use, I decided to make this system, which so far seems fairly balanced so far. It is designed to sit alongside the method in the book of studying to learn skills.
This method represents the on-the-job accumulation of skills, whereby it is much quicker to pick up a working knowledge (level 0) rather than attain the higher levels.
I do realise this may be herecy to some, but I think I have set it fairly low-key so as not to be the primary objective or source of gain for players.
Experience Points needed to learn a new skill:
Current skills points grand total + level of skill you wish to learn x 20
e.g Bob has 22 skills, wants to go for Vacc Suit 0, needs 22 points
e.g Bob has 22 skills, wants to go for Gun Cbt 1,having level 0 already, needs 42 points
Players can only go for skills that have been successfully attempted and used in previous game-play in a live situation, whereby failure may have some consequences. This prevents people all learning Pilot 0 , for example, for just messing about with a spaceship. It has to be used in a live situation, hence not a job you would necessarilty entrust to an unqualified person in that case!
Also you must learn level 0, before you go for level 1.
Experience point awards
I normally give this at the end of each adventure or session. I do not tell the players what points they get. It's all secret. I just tell them when they have enough points available for a possible skill gain.
Exceptionally clever use of a skill: +1
Roleplaying: +0-2
Surviving(including evading) +1
a hazardous situation/fight
An amazing idea/insight +1
Mission objective complete +2-5
Any comments, positive or negative welcome.