cjs65 said:
Thanks, my bad, I should have pointed out that I know the official rule for learning skills - I just don't like it and I'm trying to go for a more 'real world' feel.
Has anyone come up with a decent system for developing skills? I just don't think the RAW have got it right. I know CT didn't really deal with skill development at all, and it's not really the focus of a typical Traveller game, but IRL people do learn... and forget...
Thanks for the answers so far!
Well here is something that I created that would allow you to generate skills for a character whether PC or NPC. This is based on CT rules but should work for MGT also.
Term 0, failed to achieve and out on their own, no trade or background beyond school (highschool)
2 skills open to civilians one is may be level 1 other is level 0
Each term gives you 4 skill points to buy skills (that are available to your profession or the activitiy of that term)
So by Term 4 you would have 16 skill points.
Your total skill levels can not equal more than your Edu+Int. (this is so that you never have wasted skill points.)
Level 0 skills costs 1 skill point
Level 1 skills costs 1 additional skill point
Level 2 skills costs 1 additional skill point
First level 3 skill costs 1 additional skill point, second & third level 3 skills costs 2 additional skill points. Each additonal level 3 skill costs additional skill points equal to the number of previous level 3 skills
First level 4 skill costs 1 additional Skill point, second level 4 skill costs 2 additional skill points, each additional level 4 skill costs equal to the number of previous level 4 skills
First Level 5 skill costs 1 additional Skill point, second level 5 skill costs 3 additional skill points, each additional level 5 skill costs equal to number of pervious level 5 skills +3 additional skill points
First Level 6 skill costs 1 additional skill point, ONLY one level 6 skill per character
First Level 7 skill costs 1 additional skill point, ONLY one level 7 skill per character
There are no level 8 skills
No character can have a level higher than number of terms +3, so a 2 term character can have level 5 skill and a 4 term character could have 1 level 7 skill (which would take 2 whole terms of skill points to purchase leaving only 8 skill points left.)
With this system you could award experience points as a skill point of 1 per character year of activity. Maybe be real super duper nice and award a skill point early in the year for some great achievement.
They could only spend the skill point on either a skill they already have or purchase a new skill at level 0 or hold on the skill point for a future skill in need time of their life.
Dave Chase