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Experience Rules?

The rationale: given that you can roll monthly to raise, and that one AP ON A GIVEN SKILL every 180 days, and rolling for 15+, assuming average stats, that means
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Mo 1/6mo 1/3mo
1 0 0
2 0 0
3 0 0
4 0 2.78
5 0 5.48
6 0 8.1
7 2.78 15.76
8 5.48 22.78
9 8.1 29.22
10 10.66 41.01
11 13.14 50.84
12 15.55 59.04
13 22.59 70.42
14 29.04 78.63
15 34.95 84.57
16 40.37 91
17 45.34 94.75
18 49.9 96.94
19 58.25 98.72
20 65.21 99.47
21 71.01 99.78
22 75.84 99.94
23 79.86 99.98
24 83.22 100
25 87.88 100
26 91.25 100
27 93.68 100
28 95.43 100
29 96.7 100
30 97.62 100
31 98.61 100
32 99.19 100
33 99.53 100
34 99.72 100
35 99.84 100
36 99.91 100</pre>[/QUOTE]The table shows chance of having rasied by the end of that month, at max AT gains,and +1 from att.
Now, to be fair, this assumes your Ref lets you gain AT's in a skill at max rate. I tend to limit it somewhat more; earning an At requires exceptional use, or daily use. I only allow two daily use skills, and both must already be held.

The reason for the switch was to be able to gain a skill reasonably expecting to do so in a year, but then I also limited AT rolls to sessions in which the skill was used, AT's or no, which tended to slow things down somewhat.
 
I'm not sure I understood that table.

It feels like in-play-experience really isn't Traveller.

I'll have to invent something that I understand, and that still advances the characters fairly slow.

I have a small problem with the fact that I'd like someone to broaden their carreers in play, and maybe learn by experience enough to work in a new field, i.e. get rank 3 in a skill just by experience.
 
I'm not sure I understood that table.

It feels like in-play-experience really isn't Traveller.

I'll have to invent something that I understand, and that still advances the characters fairly slow.

I have a small problem with the fact that I'd like someone to broaden their carreers in play, and maybe learn by experience enough to work in a new field, i.e. get rank 3 in a skill just by experience.
 
I'm not sure I understood that table.

It feels like in-play-experience really isn't Traveller.

I'll have to invent something that I understand, and that still advances the characters fairly slow.

I have a small problem with the fact that I'd like someone to broaden their carreers in play, and maybe learn by experience enough to work in a new field, i.e. get rank 3 in a skill just by experience.
 
If you want particularly slow, I'd recommend simply dropping the attribute from the stock MT Experience rules.

Give an AT for several months (5+) of working in field, or for a key usage in a critical situation, or for a good hard course of study. Each session or each character month (Whichever, maybe both), make a roll of 2d6+AT's for 15+ to raise. AT's are not for "I used it this session" but for "Wow, it's amazing I pulled that off and learned from it."

Use or ignore the limit as you see fit. BTW< the above chart is percentage of skills which are raised given steady AT's at the indicated rate over a given time.
 
If you want particularly slow, I'd recommend simply dropping the attribute from the stock MT Experience rules.

Give an AT for several months (5+) of working in field, or for a key usage in a critical situation, or for a good hard course of study. Each session or each character month (Whichever, maybe both), make a roll of 2d6+AT's for 15+ to raise. AT's are not for "I used it this session" but for "Wow, it's amazing I pulled that off and learned from it."

Use or ignore the limit as you see fit. BTW< the above chart is percentage of skills which are raised given steady AT's at the indicated rate over a given time.
 
If you want particularly slow, I'd recommend simply dropping the attribute from the stock MT Experience rules.

Give an AT for several months (5+) of working in field, or for a key usage in a critical situation, or for a good hard course of study. Each session or each character month (Whichever, maybe both), make a roll of 2d6+AT's for 15+ to raise. AT's are not for "I used it this session" but for "Wow, it's amazing I pulled that off and learned from it."

Use or ignore the limit as you see fit. BTW< the above chart is percentage of skills which are raised given steady AT's at the indicated rate over a given time.
 
In my experience ATs tend to acculumate pretty on often used skills, but "other" skills stay AT free for quite a long time. Guess thats just natural.
This is especially true, if ATs are really only given for a special and successful skill use (as Aramis noted).

If a character wants to improve more rapidly, formal training is just the best. Usually it enables characters to reach their "intellectual" limit in a couple of in game years (with good instructors).

One important difference might be, that the "experience" check based on gathered ATs could be done at the start of each session. So, considering a regular gaming cycle, this could be just as effective as using formal training.

regards,

Mert
 
In my experience ATs tend to acculumate pretty on often used skills, but "other" skills stay AT free for quite a long time. Guess thats just natural.
This is especially true, if ATs are really only given for a special and successful skill use (as Aramis noted).

If a character wants to improve more rapidly, formal training is just the best. Usually it enables characters to reach their "intellectual" limit in a couple of in game years (with good instructors).

One important difference might be, that the "experience" check based on gathered ATs could be done at the start of each session. So, considering a regular gaming cycle, this could be just as effective as using formal training.

regards,

Mert
 
In my experience ATs tend to acculumate pretty on often used skills, but "other" skills stay AT free for quite a long time. Guess thats just natural.
This is especially true, if ATs are really only given for a special and successful skill use (as Aramis noted).

If a character wants to improve more rapidly, formal training is just the best. Usually it enables characters to reach their "intellectual" limit in a couple of in game years (with good instructors).

One important difference might be, that the "experience" check based on gathered ATs could be done at the start of each session. So, considering a regular gaming cycle, this could be just as effective as using formal training.

regards,

Mert
 
Specifically, under "stock" MT rules, training provides direct levels for (60-360) hours if the learning task succeeds; and on failure to acquire, provides 2 AT.
 
Specifically, under "stock" MT rules, training provides direct levels for (60-360) hours if the learning task succeeds; and on failure to acquire, provides 2 AT.
 
Specifically, under "stock" MT rules, training provides direct levels for (60-360) hours if the learning task succeeds; and on failure to acquire, provides 2 AT.
 
My, does my brain hurt.


I think I have to do some number crunching myself in order to understand all this. The only thing I know now is that in Traveller people don't advance fast, that I agree that is a good idea but I don't understand how I want it to work. :(

Thanks for your feedback, though. I'm exceptionally dull now. Must be the baby brain I've got. (they say you get the brain of a baby after being a parent. It's true.)
 
My, does my brain hurt.


I think I have to do some number crunching myself in order to understand all this. The only thing I know now is that in Traveller people don't advance fast, that I agree that is a good idea but I don't understand how I want it to work. :(

Thanks for your feedback, though. I'm exceptionally dull now. Must be the baby brain I've got. (they say you get the brain of a baby after being a parent. It's true.)
 
My, does my brain hurt.


I think I have to do some number crunching myself in order to understand all this. The only thing I know now is that in Traveller people don't advance fast, that I agree that is a good idea but I don't understand how I want it to work. :(

Thanks for your feedback, though. I'm exceptionally dull now. Must be the baby brain I've got. (they say you get the brain of a baby after being a parent. It's true.)
 
Hey, its really not that complicate

Regardless which way, characters can advance up to a maximum rate of 1 skill level per skill per game year.
If travelling is an essential part of your characters life, then time goes by so quickly, that the main problem is not getting skill levels but getting along with aging throws...

And the Int+Edu skill level border is pretty near...
 
Hey, its really not that complicate

Regardless which way, characters can advance up to a maximum rate of 1 skill level per skill per game year.
If travelling is an essential part of your characters life, then time goes by so quickly, that the main problem is not getting skill levels but getting along with aging throws...

And the Int+Edu skill level border is pretty near...
 
Hey, its really not that complicate

Regardless which way, characters can advance up to a maximum rate of 1 skill level per skill per game year.
If travelling is an essential part of your characters life, then time goes by so quickly, that the main problem is not getting skill levels but getting along with aging throws...

And the Int+Edu skill level border is pretty near...
 
TEngr: Yup!

BTW, the 92 day rule change was suggested for T4-level skill acquisitions (IE, 1 per year, +1 per promo, position or special duty; 4-7 per term; MT Basic is 1-8 per term, centered heavily at 2.something. 1 term, 0-1 first term, 0-2 pos, 0-2 promo 0-2 Spl Duty; the second comes from Bonus Skills on exceptional rolls.)
 
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