One of the big problems in Traveller (or really any RPG) in my opinion is that loss of skill / proficiency / edge is never really modeled well. This leads to odd situations where a 70-year old man, even with aging penalties which slow him down nevertheless is a skill juggernaut; it's the root of all the jokes about Traveller being a game about "men and women going through this midlife crises" and the "geriatric safari association" and so on.
While some posters on here might disagree with me, in my own life experience, this just isn't borne out. Humans might continually learn new skills, but we also constantly forget them. Unused skills dull, knowledge becomes outdated, and so on - with less used skills we achieve the position of "we know just enough to be dangerous but not enough to be useful."
In my own games, I have a number of players who use anagathics extensively during chargen; I allow it since it makes it very easy to motivate them to do work because of the costs associated with anagathics.
After discussing it with my players, we're currently experimenting with a system, where during chargen at least, each term, any skill that the player did not actively use (improve) drops by a level to a minimum of 0. For the sake of being merciful, a further two skills may be "tagged" where even if they're not used they will also no drop. While this may seem a bit harsh, each term is four years. If the character isn't really studying/practicing a skill for four years, the character is going to lose knowledge in it.
The bigger problem is the staggering rate that players learn skills once play begins. Right now we're doing a "cap" of 3 x INT but we agree it's a pretty bad limit, so I'm trying to come up with a more 'natural' feeling one than the typical thing you see where the brain is like a jar or a bucket that just fills up (since that's the system we're trying to avoid during chargen).
While some posters on here might disagree with me, in my own life experience, this just isn't borne out. Humans might continually learn new skills, but we also constantly forget them. Unused skills dull, knowledge becomes outdated, and so on - with less used skills we achieve the position of "we know just enough to be dangerous but not enough to be useful."
In my own games, I have a number of players who use anagathics extensively during chargen; I allow it since it makes it very easy to motivate them to do work because of the costs associated with anagathics.
After discussing it with my players, we're currently experimenting with a system, where during chargen at least, each term, any skill that the player did not actively use (improve) drops by a level to a minimum of 0. For the sake of being merciful, a further two skills may be "tagged" where even if they're not used they will also no drop. While this may seem a bit harsh, each term is four years. If the character isn't really studying/practicing a skill for four years, the character is going to lose knowledge in it.
The bigger problem is the staggering rate that players learn skills once play begins. Right now we're doing a "cap" of 3 x INT but we agree it's a pretty bad limit, so I'm trying to come up with a more 'natural' feeling one than the typical thing you see where the brain is like a jar or a bucket that just fills up (since that's the system we're trying to avoid during chargen).