Increasing Skills as per Page 59 Core Rules

AeonTrinity

Mongoose
First, I would like to thank the authors for adding this part to the book. One heartache I had with Traveller was the lack of progression while roleplaying.

My question though is that while this is a good addition, it has potential for abuse and I was wondering if the authors have any input.

1) If all of your skills are at level 0, say you only took 1 term or no terms, you could learn a skill to level 0 in 1 week. Since you can only train one skill in a given week, this makes the minimum 1 week of training. In theory, my character could learn all listed skills in approx 45 weeks (for the 45 listes skills). So in less than one year (52 weeks), a character has the equivalent of Jack of all Trades 3. Does this seem broken? Was this anticipated as an alternative to the point-buy system or rolling terms?

2) Is learning a skill meant to be sequential? So you have to learn skill (specialty) from 1 to 2 first and then 3 and then 4. Or can you jump straight from 1 to 4 and use skill total plus the "desired level of the skill " as it is worded. Doing this required less time in weeks than the sequential approach.

3) Is there a mechanic for increasing characteristics? Example: lifting weights in the gym increased Strength. Jogging can increase Edurance. Would increasing Str from 9 to 10 takes 10 weeks? Going to a general school increases Int from 5 to 6 in 6 weeks of time?

4) Increasing Social should be a roleplaying element for the GM. Saving the Emperor should warrent a bump in Social Standanding. Is this right?
 
Although I'm not an author, here's my opinion on learning skills, as p59 states.

My Traveller Universe differs from the Official Traveller Universe

In particular I am not happy with the sentence "The more skills a character possesses, the longer it takes him to learn a new skill".

So I ignore it :)

As far as I'm concerned there are all sorts of factors relating to learning that I'm not in a position to comprehensively list. In the mini scenarios I've run, there has been outside help to increase skills.

I don't like the way "Jack of All Trades" is hard to get.

HTH


Ian
 
J-o-T is unique. Possessing J-o-T means that, in effect, a character has competence in every single skill going. The mindset of such a person cannot be underestimated.

A character with J-o-T-3 suffers no untrained penalty DMs in any skill check for which he lacks the requisite skill. If the character picks the tasks for which she has a positive characteristic DM, for instance if she had a Social Standing DM of +1 and no skill in Deception, and she was attempting a spot of fast talking at Average(+0) difficulty, she'd make the roll with a +1 DM. Someone else, untrained in Deception but without the benefit of J-o-T, would suffer a -2 DM to that same roll.

Likewise, that same Jack-of-all-Trades could pick out a simple tune on an unfamiliar wind instrument after a minute of fingering to get the notes, make a simple, yet tasty meal for a few guests as if she had Steward-0, and calm an agitated animal as if she had Animals-0. All as if she were competent in those skills.

J-o-T can be a seriously overbalancing skill, if mishandled. I'd nevertheless make it available, if the characters elected to forgo learning all other skills when the opportunities arose, and permit a chance of acquiring 1 level of J-o-T instead after one year of dedicated study.

IMTU, that is.
 
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