Hello,
I have suggestion making the skill level descriptions more accurate to time spent getting those skills during character generation. I am sorry for writing a long text as I am writing out my axioms and reasoning behind these changes:
First: I assume the first tour 6 skill special training is combination of two elements: 1 year of basic training in school and 1 skill basic training during first term. This 1 year basic training seems to be something simulating the schooling before age 14. In this way the system would be consistent with basic training given on latter terms: 1 skill to 0.
In order to make higher skill levels harder to get, we need new quanta of skill development. Lets call this quanta Skill Point. As skill descriptions for levels say, each level is harder to learn than previous level, thus I use simple first attempt for cost to advance skill: 1 SP per level. (More complex / accurate system would take skill level 0 into account when moving from 0 to 1). Assumption is that 1 roll you get to career represents 1 year of training due working. 1 benefit roll indicates material benefits from one year of the term. The 3rd year learning roll is the advancement roll. If passed, you get 3rd year learning as random skill. Getting contact or ally seems to give the 4th possible "benefit" combined with rank bonus benefits.
I would add additional roll after survival roll to balance a bit slower training speed. The first term of the character might be the exception for this.
When you roll a skill on table, you get 1 SP to it, not whole level. This same applies when exchanging rewards to skill levels. This would remove the need for skill cap during character generation as getting skills to rank 4 would became significantly harder.
Thus the skill table:
Level: Cost:
1: 1 SP
2: 2 SP
3: 3 SP
4: 4 SP
5: 5 SP
And so forth.
What would you think of this? It would make older characters more skilled and allow better judgement how skilled certain level NPCs are (combined with my renowated skill improvement suggestion).
I have suggestion making the skill level descriptions more accurate to time spent getting those skills during character generation. I am sorry for writing a long text as I am writing out my axioms and reasoning behind these changes:
First: I assume the first tour 6 skill special training is combination of two elements: 1 year of basic training in school and 1 skill basic training during first term. This 1 year basic training seems to be something simulating the schooling before age 14. In this way the system would be consistent with basic training given on latter terms: 1 skill to 0.
In order to make higher skill levels harder to get, we need new quanta of skill development. Lets call this quanta Skill Point. As skill descriptions for levels say, each level is harder to learn than previous level, thus I use simple first attempt for cost to advance skill: 1 SP per level. (More complex / accurate system would take skill level 0 into account when moving from 0 to 1). Assumption is that 1 roll you get to career represents 1 year of training due working. 1 benefit roll indicates material benefits from one year of the term. The 3rd year learning roll is the advancement roll. If passed, you get 3rd year learning as random skill. Getting contact or ally seems to give the 4th possible "benefit" combined with rank bonus benefits.
I would add additional roll after survival roll to balance a bit slower training speed. The first term of the character might be the exception for this.
When you roll a skill on table, you get 1 SP to it, not whole level. This same applies when exchanging rewards to skill levels. This would remove the need for skill cap during character generation as getting skills to rank 4 would became significantly harder.
Thus the skill table:
Level: Cost:
1: 1 SP
2: 2 SP
3: 3 SP
4: 4 SP
5: 5 SP
And so forth.
What would you think of this? It would make older characters more skilled and allow better judgement how skilled certain level NPCs are (combined with my renowated skill improvement suggestion).