Your skill DMs of L2= +3, L1= +1, L0= -1, could be logically extended to Level zip= -3 and a sort of technological negative skill (barbarian trying to fix the Jump Drive)= -5.j
I'd thought of that too and tried to work it in. The problem is that the task system is based on relating the skill to the characterization - if someone has no skill there's no basis for characterizing the difficulty of the task. Trying to take into account extreme circumstances usually breaks a ruleset, so situations such as a barbarian trying to fix a jump drive are best left up to the referee's judgement.
Skill points and choice of skills (and narrated chargen) imply a whole supplement-full of charts and relationships (e.g. what schools / assignments are available per year in any given service, and what skills do they allow the player to choose).
they do, and I've tried to draw them up, but it really isn't necessary, least not for me. I usually just wing it. every first tour has skills and tasks that would be assigned to newcomers, and I just use those to start. based on what the player chooses, and on what he says he wants, I'll give him follow-on choices in his subsequent tours. the player's choices suggest the career path, and it's easy to quickly figure out what might be on that path. early choices involve tech training, later choices will be heavy on leadership and instruction. personal skills are always available. sudden changes are possible - "your government decides to turn the army into a marine force, so you go to school for ...." and a school may not be a school - "your ship crashes and you spend the next two years ...." or "you're assigned to a marquis' staff, and they assign you to his lead team ...." I find the career path usually suggests itself.
maybe I should draw up something.
Bigger issue is that it will tend to discourage players from taking the expensive skills. Even your intelligent, educated characters may be tempted to use that education to be a crack shot with every weapon, drive tanks and trucks, and take all those soft combat skills like leadership & tactics.
they might, but the goal should be to produce a ruleset that roleplayers can use, not to design a ruleset that prevents certain things. as for munchkin min-max, let them, if that's what they want.
besides, if a character with intelligence C and education c devotes 4 years of their life to acquiring combat rifle 2 and tactics 2, is that really so undesireable an outcome?
I think that's my biggest worry about this modification - that characters whose stats lean to the physical side don't get as many skills as the more educated characters ....
I think that follows real life.
I'm not sure that the difficulty levels are materially different from a generic "roll 8+" rule with mods for the situation (e.g. -1 for difficult, +2 for easy, yielding the same results as 9+ & 6+)
one could easily construct another approach that has the same effects - after all we're talking about 2d6 here, there's only so much you can do with it - but I think starting with a characterization and then directly applying relevant modifiers is more intuitive than starting with an all-purpose base number and then adding another level of modifier.
I guess you'll need a list of the applicable stat for each skill ....
should be able to tell which if any to use as each situation comes up.
thank you, gentlemen.