How do characters "Level Up"?

I use this "level up" method:

Each player gains a training week for every session they play and learn one training week of whatever skill they use most. We don't track this in game we just decide what they used at the end of the session.

This method should lead to PCs getting better at things they do. I add this to the standard training week the players get for every week of gametime. I don't make them train it just happens no matter what they do.

This system (sort of stolen from the old Doctor Who) might give you what you need without changing a lot.
 
newtraveller said:
I dunno, I'm split on the whole 'no x.p.' thing.

I'm currently running an Alternity game, and am planning to switch to MGT this fall.

It took a great deal of convincing to get my fantasy group to try sci-fi at all, amidst intense grumbling regarding the skimpy experience system in Alt.

To shift to a non-experience driven game will really throw them.

And I'm not sure I'm entirely against a system that represents character improvement resulting from 'experience'.

So I think I may like to come up with an x.p. system which allows skill increases at certain points, etc.
If you want to discuss a way to get your experience addicted players hooked on traveller send me a PM.
 
Xoph said:
Each player gains a training week for every session they play and learn one training week of whatever skill they use most. We don't track this in game we just decide what they used at the end of the session.

What I've done in the past is to allow one training week during each Jump. You can train with another crew member if they have at least one skill level higher than you are trying to learn. That is, a Pilot-2 could train someone to Pilot-1 if you spent the requisite time. If you want to learn more than that, you'll need to seek professional instruction.

Now, I might add some sort of "determination" roll to see if the character actually gains the week's advance. Maybe an Int check for level-0, and and Edu check for higher levels?

Sure, advancement will be slow, but a single Trav skill level is a pretty big jump.
 
Duroon said:
What your missing is that those weeks of training don't have to be taken all at the same time.

The crew is in jump space a week, Bob gets to train...

If Bob has access to the necessary training resources.

and

If Bob has nothing else to do during jump (Steward duties, watchkeeping, poker schools, deeply addictive computer games...)
 
Thanks for all of the input. This has really helped me to understand the nuances of the system. I actually like not having to worry about everyone getting XP and gaining levels. And of course trying to balance encounters against that.

James / Nezeray
 
What you need is a sense of achievment. That is really all XP is there for. A bank account is one easy way thats easily understood by players - replacing XP with Cr from the patron 'By the way I noticed your heroism Character A, here's a bonus'.
 
We talked about an alternate system of advancement at our last session. We are going to try a system where players can earn "skill points" for rolling a natural 2 or 12 on their skill checks for learning how not to do things and what works well. To advance a skill they need a number of points equal to the target skill x10 (i.e. 40 to go from 3 to 4 skill). Unskilled requires 10 pts to go to a -2, 10 to go to -1, to to got to 0 (i.e. unskilled to 0 = 30 pts). Additional points can earned during the standard training method and possibly as rewards for good roleplaying.

Training gets 1 pt for every X days you train where X = the skill level you are trying for. i.e. 1 pt per 2 days if going for level 2; 1 pt per 5 days to go level 5. This reflects the need for longer training periods to advance to a higher level.

Survey says?
 
I think a way of improving skills (and stats) is quite important.

This is what I do.

Taking the existing system of weeks to train...

If a character is in jump, and not a crew member, he can use it to train (going to the gym, studying), or improving his/her interpersonal skills by shmoozing with the passengers (carouse, persuade, diplomat etc). Crewmembers get a weeks training if it is a shipboard skill (pilot/astro/mech/steward etc).

It will average 2 weeks worth of training per month in transit.

The number of weeks taken to raise a skill is the skill point total + the square of the skill level to be achieved.

So someone trying to raise skill 2 to skill 3 will have to spend his skill total + 9.

I also use this system for increasing stats, skill total + the square of the result to be achieved. So at least 2 years training to go from Str 9 to Str 10.

At this point, my system is harsher than the standard one. However...

I award 'weeks' as XP points for good gaming or achieving goals, in addition to any the characters can scrounge. Sometimes I will specify a skill they get their bonus week or weeks in, sometimes I leave it up to them.

There's also instructors. I feel the skill description in Mercenary is somewhat garbled and doesn't make much sense. I will use instructors as npcs. To get training, a character must find a relevant instructor (who must have a higher skill level in both the skill in question and Instruction than the character wants to achieve), pay them 1000cr times the skill level to be achieved squared (ie: 9000cr to be trained to level 3). This will take 1 week. The instructor rolls and instruction roll, + the character's Int bonus/penalty, and effect is the number of bonus weeks the character gets for that skill.

It will be exceedingly hard to find instructors for skill levels above 2, so this limits its munchkinablity.
 
Myrm said:
What you need is a sense of achievment. That is really all XP is there for. A bank account is one easy way thats easily understood by players - replacing XP with Cr from the patron 'By the way I noticed your heroism Character A, here's a bonus'.

But my players often lose whatever they've earned in trying to complete a mission. Sometimes they succeed but at great cost to themselves. That deserves a reward, IMO.
 
Klaus Kipling said:
But my players often lose whatever they've earned in trying to complete a mission. Sometimes they succeed but at great cost to themselves. That deserves a reward, IMO.

If you're having the characters doing "worthy" or "heroic" stuff, you can make their day-to-day lives much more profitable than base rates would suggest. People will trust them to get sensitive cargos from A to B safely and quickly and will pay a premium for that; don't hassle them, let them have their milk runs. They are buildng a rep for whatever it is they do; show them that: praise and recognition are rewards too.

And if they're working for the common weal, the Powers That Be can recognise them with lucrative missions and financial (and other) rewards. Connections can be as valuable as money.
 
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