Skill Specialities Question

I can't find my original post, but, I did throw up this as an idea to supplement the existing skills system, which is something I use as house rule

Effect Based Experience
Traveller provides an excellent system of learning to improve characters skills, however, it does not reflect the real life experiences that are gained in the application of those skills to resolve challenging problems. Effect Based Experience attempts to integrate that real world experience into the existing Skills Improvement system that is part of Mongoose Traveller's Core Rulebook, this is meant to supplement the existing system not replace it.

As skills are used the player records the positive Effect of skills rolls mode on a particular skill, e.g. A character in a fire fight shoots his attacker with an Effect of 2. As a result the player has generated 2 Effect Points for the Gun Combat skill. Which they will be able to use to reduce the required training time for a particular skill to improve it.

Every 20 Effect Points, reduces the amount of training required to increase that particular skill by one week, representing the characters accumulated experiences in the real world.
After the skill is increased the total Effects Points for that skill is reduced to 0.

A Character cannot accumulate Effects Points in a skill they do not have, they must have at least level 0 in that skill.

New skills are learnt in the normal way.

Example:
Alexander Jamison, with a Skill Total of 17 and Mechanic 2, repairs a component of his ship that had been damaged in a earlier conflict, the difficulty of the roll is 8 to reflect the damage done, and Jamison rolls a 11 meaning he repaired the component and gained 3 Effect Points for his Mechanic Skill taking the total to 80.

If Jamison embarked on a course of study to improve his Mechanic 2 to Mechanic 3, normally taking 20 weeks, it would only take Jamison 16 weeks, his real world experience has saved him a month of time!


and this for Characteristics:

Chracteristic Improvement
Traveller allows for advancement of skills through diligent training, similarly statistics could also be improved. Just as in the real world, some Travellers invest time in the gym or in course of self study to improve themselves.

A player who wants to improve their physical fitness or their intelligence should be able to increase a statistic through diligent self improvement, be it exercise or memory/mental agility games or just a course of advanced and remote study to improve their education. Similarly characters who want to improve their social standing can spend time getting invited to the "right parties" or being seen at the right "social event".

The normal rules for skills advancement are used, but a "Skills Total" is generated for Physical and Mental statistics:

Strength +Endurance + Dexterity / 2= the Physical Skills Total

Intelligence + Education + Social Standing / 2 = the Mental Skills Total

Rounding up in all cases.

Next the character needs to demine the "skill level" of the characteristic to be trained by dividing the exiting characteristic by 2 and then adding 1, this will give you the equivalent target skill level.

It will take the current Skills Total (either Physical or Mental) + the Target Skill Level, in weeks to improve that statistic by one point.

Not all characteristics can be improved in all environments; it is unusual to be able to improve your Social Standing whilst in jump space for example.

In any case no characteristic can be improved by more than 50% (round down) of its value at the end of character generation. e.g. STR 7, could be increased by up to 3 points. Nor can a characteristic be increased beyond its racial maximum.

No characteristic can be improved past the point at which aging impacted it. e.g. a character with END 8 reduces their statistic to 7 due to aging, it can never be raised above 8 using Characteristic improvement, further aging effects do not affect the maximum characteristic further the maximum remains 8 for that characteristic.

Instructors can improve learning times, but, only by 1d2. Their equivalent skill level is their statistic divided by 2 (rounded down).

As with regular skills improvement a character can only train in one "skill" per week (e.g. a skill or a physical characteristic or a mental characteristic).

Example:
Alexander Jamison , STR 6 DEX 8 END 8, wants to improve his STR, his Physical Skills total is 11 (22 for the stats over 2 is 11), with a target skill level of 4 (6/2 +1) means that Alexander will have to spend 15 weeks in the Gym to improve his Strength.
 
Fovean said:
Freelance Traveller, Nov 09 issue has a Skill Improvement system in Doing It My Way:

http://www.freelancetraveller.com/magazine/index.html

Seems pretty straightforward, but haven't really tried it out much.

The specific article referenced, by Marc Grossman, is also on the website at http://www.freelancetraveller.com/features/rules/chardet/skilladv.html. When a new issue of the magazine is posted for download, the articles from the previous issue are integrated into our website, as well as the previous issue PDFs remaining available (in this case, the November 2009 issue can be downloaded from the links on http://www.freelancetraveller.com/magazine/intro/index.html).
 
dreamingbadger said:
I can't find my original post, but, I did throw up this as an idea to supplement the existing skills system, which is something I use as house rule

Effect Based Experience...

(I've propitiated the deities of bandwidth.)

DreamingBadger, I'd appreciate it very much if you'd elaborate on this a bit, and send it to Freelance Traveller!
 
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