On first read it seams straightforward vs what you have now and thus I'll allow it. :mrgreen: :roll: but please read on
Might I suggest... Note these are each their own stand alone suggestion and not cumulative.
This is a suggestion I think fits easily within what you propose.
A) Each time you fail, the following check gets a +1 DM
Reasoning: I think it a bit harsh you didn't learn a single thing in 24 weeks. This shows you learned a little something and thus have a better chance of succeeding the second time around. This also helps those that have low EDU characteristics who might fail over and over and over again.
This requires a bit more record keeping but I thought I'd throw it out there
B) Each failure requires half again the amount of training.
Fail once and you concentrate on the educational material and practice the things you are having trouble with but don't have to start over at square one.
1st try 24 weeks, second 12 weeks, 6, 3, 1 (because we always round down)
C) Reduce the difficulty of the roll
How often do people totally fail to learn if they put the appropriate time and effort into it and have the appropriate resources? As is, it is likely, I think a 58% chance, that an average character with no positive or negative DMs will fail a 8+ EDU check. The reason for this portion of the rules is for players who think advancing skills is an important part of the game and you are designing a system where failure is likely and could even happen again and again...
The following are more significant changes I prefer.
D) Remove the roll.
rules page 56 said:
Most actions undertaken by Travellers do not require a skill check.
Why do you think a roll for random outcome, especially at this difficulty level, is needed in this situation? Why roll if a character puts the appropriate time and effort into it and has the appropriate resources?
E) Put the roll at the start of training.
Use the effect of an EDU roll before starting to learn to adjust the length of study time one needs.