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Teaching an old character a new trick...

No experience system in CT, you say?

Nay, I say. Not only is there the well know long term system in Book 1, but...

...have you read the description of the Instruction skill in Book 4?

Yep. It contains rules for training others the skills you know. (And...it doesn't take 4 years like in Book 1! Try six weeks or six months!)

Very interesting, the S4 says to himself.

This stroll through the CT skills, reading all of their descriptions, is paying dividends. First the hidden combat rules described under the Ship's Boat skill, and now this.

I wonder what else I'll find before I finnish.

If it's remarkable, I'll post it for you.

But, for now, read up on the Instruction skill and implement a system in your CT game whereby a character can gain a skill level in as little as six weeks.

This is S4, your roving reporter, signing off...
 
No experience system in CT, you say?

Nay, I say. Not only is there the well know long term system in Book 1, but...

...have you read the description of the Instruction skill in Book 4?

Yep. It contains rules for training others the skills you know. (And...it doesn't take 4 years like in Book 1! Try six weeks or six months!)

Very interesting, the S4 says to himself.

This stroll through the CT skills, reading all of their descriptions, is paying dividends. First the hidden combat rules described under the Ship's Boat skill, and now this.

I wonder what else I'll find before I finnish.

If it's remarkable, I'll post it for you.

But, for now, read up on the Instruction skill and implement a system in your CT game whereby a character can gain a skill level in as little as six weeks.

This is S4, your roving reporter, signing off...
 
BTW, upon first glance, the system looks a bit "too easy". GMs may frown, thinking that introducing such a rule as what's written for the Instruction skill will allow characters to progress too rapidly and knock game balance out of whack.

But, if you look deeper, you'll see that the system has its own checks and balances.

First off, the only people that can "teach" are instructors with the Instructions skill. That skill is rare, only available in Book 4, and so typically will only be had by GM controlled NPC characters.

The GM can control when the characters are able to interact with such an instructor.

Second, "what" can be taught is limited by both the Instruction skill and the skill being taught. An instructor can only teach to a level of 1 less than his Instruction skill AND the skill being taught. Since high skills are not common in CT, this is a GM controlled limit.

Third, it does take some time to be "taught". Intensive training (all day long) takes six weeks per skill level, so if a charcter is going from Pilot-2 to Pilot-3, not only does it take an instructor with Pilot-4 and Instruction-4, but it also takes almost five months of the character's time.

GMs, of course, have a hand here too. I know the players in my campaign right now don't have the time to go off for half a year and then come back.

If you don't go with the intense training, then you can also train spending time as one would taking a college course. But, this takes longer. The same restrictions are in place but the time spent is six months per level (and this will put you more on par with the experience and training rules in Book 1).

Finally, there's the Experience Limit rule that says no character can have more total skill levels than their INT + EDU. If a GM enforces this rule, he has another safe-guard control to keep his game from becoming unbalanced.

In my game, I'm going to enforce the Experience Limit, but also allow the skills a character has to change over time. Let's say a character with INT-7 EDU-A already has 17 total skill levels. But, the character wants to learn to be a Pilot. No problem. I'll look at the character's skills and pick one that I believe he's neglected and never uses. That's the one I'll say has to be reduced--because he never uses it. From there, the character can follow the training rules under the Instruction skill to gain Pilot-1 and still not break the Experience Limit.

Now, the skill I pick to go down might be a skill the player cares about, and it might be one he doesn't. If I pick Admin, because the character never uses it, the player may not feel like he's giving up as much as if I'd picked something like Demolitions--a skill the character has, never uses, but the player wants to keep "just in case."

I'll work with the player to decide which skill is neglected the most. Maybe it'll come down to a few, and a die roll will be made.

Last but not least--check out pgs. 26-27 of Book 4. There's more explaination of using the Instruction skill there.

-S4
 
BTW, upon first glance, the system looks a bit "too easy". GMs may frown, thinking that introducing such a rule as what's written for the Instruction skill will allow characters to progress too rapidly and knock game balance out of whack.

But, if you look deeper, you'll see that the system has its own checks and balances.

First off, the only people that can "teach" are instructors with the Instructions skill. That skill is rare, only available in Book 4, and so typically will only be had by GM controlled NPC characters.

The GM can control when the characters are able to interact with such an instructor.

Second, "what" can be taught is limited by both the Instruction skill and the skill being taught. An instructor can only teach to a level of 1 less than his Instruction skill AND the skill being taught. Since high skills are not common in CT, this is a GM controlled limit.

Third, it does take some time to be "taught". Intensive training (all day long) takes six weeks per skill level, so if a charcter is going from Pilot-2 to Pilot-3, not only does it take an instructor with Pilot-4 and Instruction-4, but it also takes almost five months of the character's time.

GMs, of course, have a hand here too. I know the players in my campaign right now don't have the time to go off for half a year and then come back.

If you don't go with the intense training, then you can also train spending time as one would taking a college course. But, this takes longer. The same restrictions are in place but the time spent is six months per level (and this will put you more on par with the experience and training rules in Book 1).

Finally, there's the Experience Limit rule that says no character can have more total skill levels than their INT + EDU. If a GM enforces this rule, he has another safe-guard control to keep his game from becoming unbalanced.

In my game, I'm going to enforce the Experience Limit, but also allow the skills a character has to change over time. Let's say a character with INT-7 EDU-A already has 17 total skill levels. But, the character wants to learn to be a Pilot. No problem. I'll look at the character's skills and pick one that I believe he's neglected and never uses. That's the one I'll say has to be reduced--because he never uses it. From there, the character can follow the training rules under the Instruction skill to gain Pilot-1 and still not break the Experience Limit.

Now, the skill I pick to go down might be a skill the player cares about, and it might be one he doesn't. If I pick Admin, because the character never uses it, the player may not feel like he's giving up as much as if I'd picked something like Demolitions--a skill the character has, never uses, but the player wants to keep "just in case."

I'll work with the player to decide which skill is neglected the most. Maybe it'll come down to a few, and a die roll will be made.

Last but not least--check out pgs. 26-27 of Book 4. There's more explaination of using the Instruction skill there.

-S4
 
The other thing I like about this rule is that it incorporates adventure in the game. It's not just a stand-alone rule.

For example, in D&D, getting experience is a stand-alone rule. Characters get experience, then they move up a level, and unless the DM enforces a rule where leveling up can only be had at the hands of a trainer, the whole experience system is nothing but a game mechanic.

And, that's cool. Those kinds of rules are needed. I just like the way this rule lends itself to gameplay.

Maybe the players get crafty. They see that they don't have the "time" to leave the ship and stay planet-side for half a year while going to school.

Maybe one of them says, "Hey, why don't we set up a shooting range right here on the ship? We'll convert a couple of tons of cargo room.?"

See how that lends itself to a "goal" in the game? This becomes a side-quest. The players will (A) have to have the credits for the conversion (if not, getting the credits is a "push" of an adventure), (B) have a place to do the conversion (probably a world with a Class A or B starport), and (C) still need to employ an NPC instructor.

So, the players get crafty with "C" as well. "What about computer programs? Subliminal Sleep Learning? Expert Robots?"

OK, so the GM now brings out Book 8 and designs a robot for the group. This robot will be expensive, and there were be TL requirements on where this robot will be avialable.

My group, right now, is in the Aramis subsector of the Spinward Marches, and I've got to tell you, a TL 10 or better world is rare. So, finding the robot or having one custom built, plust the necessary hardware in terms of the program needed, is not something they can pick up at every stop they make.

Like I said, it's adventure oriented.

From there, the GM can use that robot as a tool. It will need upkeep. It might breakdown and be costly. Maybe someone fumbles while training, and the GM slaps his head and shouts, "You just shot the instructor robot!".

Plenty of GM controls and plenty of in-game adventure associated with character growth.

I like. I like alot.
 
The other thing I like about this rule is that it incorporates adventure in the game. It's not just a stand-alone rule.

For example, in D&D, getting experience is a stand-alone rule. Characters get experience, then they move up a level, and unless the DM enforces a rule where leveling up can only be had at the hands of a trainer, the whole experience system is nothing but a game mechanic.

And, that's cool. Those kinds of rules are needed. I just like the way this rule lends itself to gameplay.

Maybe the players get crafty. They see that they don't have the "time" to leave the ship and stay planet-side for half a year while going to school.

Maybe one of them says, "Hey, why don't we set up a shooting range right here on the ship? We'll convert a couple of tons of cargo room.?"

See how that lends itself to a "goal" in the game? This becomes a side-quest. The players will (A) have to have the credits for the conversion (if not, getting the credits is a "push" of an adventure), (B) have a place to do the conversion (probably a world with a Class A or B starport), and (C) still need to employ an NPC instructor.

So, the players get crafty with "C" as well. "What about computer programs? Subliminal Sleep Learning? Expert Robots?"

OK, so the GM now brings out Book 8 and designs a robot for the group. This robot will be expensive, and there were be TL requirements on where this robot will be avialable.

My group, right now, is in the Aramis subsector of the Spinward Marches, and I've got to tell you, a TL 10 or better world is rare. So, finding the robot or having one custom built, plust the necessary hardware in terms of the program needed, is not something they can pick up at every stop they make.

Like I said, it's adventure oriented.

From there, the GM can use that robot as a tool. It will need upkeep. It might breakdown and be costly. Maybe someone fumbles while training, and the GM slaps his head and shouts, "You just shot the instructor robot!".

Plenty of GM controls and plenty of in-game adventure associated with character growth.

I like. I like alot.
 
Re-Reading the Experience rules in the Traveller Book, I see that those rules are meant for characters attempting self-improvement without an instructor. They're just doing it by themselves, attempting to teach themselves to get better without the benefit of a "coach".

That's probably why they take so long.

The Instruction rule in Book 4 introduces character growth with a "coach", and the time required is appropriately faster.

The Traveller Book rules even mention, under the title Alternative, that other methods of training exist besides someone just trying to get better on their own. RNA INT or EDU implants, surgical alteration, military or mercenary training (what's listed in Book 4), and other systems of learning exist.

You know. For the first time ever. I actually like the Experience Rules in the Traveller Book now. For the first time, they make sense to me.

And, I'm glad there's an alternative.
 
Re-Reading the Experience rules in the Traveller Book, I see that those rules are meant for characters attempting self-improvement without an instructor. They're just doing it by themselves, attempting to teach themselves to get better without the benefit of a "coach".

That's probably why they take so long.

The Instruction rule in Book 4 introduces character growth with a "coach", and the time required is appropriately faster.

The Traveller Book rules even mention, under the title Alternative, that other methods of training exist besides someone just trying to get better on their own. RNA INT or EDU implants, surgical alteration, military or mercenary training (what's listed in Book 4), and other systems of learning exist.

You know. For the first time ever. I actually like the Experience Rules in the Traveller Book now. For the first time, they make sense to me.

And, I'm glad there's an alternative.
 
Between these two experience rules, I think we've got everything we need for character improvement. I'm going to use them in my game.

Practice: It is logical that, if a character gets into a lot of gunfights, that his weapon skill will improve. And, if he hits the firing range a lot, he'll keep up and improve his skills.

Practice is covered by the rule in Book 1.

Instruction: The other way to learn is to have someone (or some thing) teach you. And, that's covered with the Instruction rules in Book 4. It's quicker than learning on your own, but it's also got more restrictions and is costly in both time and money.
 
Between these two experience rules, I think we've got everything we need for character improvement. I'm going to use them in my game.

Practice: It is logical that, if a character gets into a lot of gunfights, that his weapon skill will improve. And, if he hits the firing range a lot, he'll keep up and improve his skills.

Practice is covered by the rule in Book 1.

Instruction: The other way to learn is to have someone (or some thing) teach you. And, that's covered with the Instruction rules in Book 4. It's quicker than learning on your own, but it's also got more restrictions and is costly in both time and money.
 
I'm still keeping a rule of my own design in my game, as long as we're talking about character growth.

I call it: Drawing On Experience.

It's a simple rule, and it rewards "intangibles" in a game session like great ideas contributed to the session. It's also a way to reward exceptional role playing a player may do.

Here's how it works:

Whenever a player does something "worthy" of a scooby snack (an experience point), I give it to him, right there, right then.

Say a character roles plays and incredible encounter with an NPC that changes the course of the game session, to the delight of all. Well, that's worthy of a point. Slap it on him.

Or, maybe a player comes up with a brilliant idea that saves the party. Give that man a cigar...and an experience point.

Look at the character sheet in my sig. See the XP box just to the right of SOC? That's where I record these points.

But...what good are XP? I don't use them for character skill improvement. That's covered in the Book 1 and Book 4 rules.

Well, XP are good as a roving DM the character can use to help himself out in time of need. I'll show you in an example.

Let's say Roeson has 13 XP. Over the last few game sessions, Roeson's player has managed to rack up 13 XP from his role playing encounters, ideas, and other positive contributions he's made to the game and the enjoyment of all.

Well, let's also say that it's important for Roeson to get the ship's jump drive fixed so that the ship can make a tactical retreat from the multiple Vargr Corsairs attacking it.

Roeson needs to make an Engineering roll. He wants to use every DM he can, because success is important, so he decides to draw on his experience.

Basically, all he does is roll 2D. The result of the roll is the number of XP it costs to allow Roeson a +1 DM.

So, Roeson has 13 XP. Let's say his 2D roll is 4. Roeson now has 9 XP, and he can have that extra +1 DM on his Engineering roll.

OK, during the next game session, let's say Roeson doesn't gain any XP from the previous session (easy to do--XP awards are meant as rewards for exceptional, not "normal", play). He's still got 9 XP. Let's say he desperately needs a +2 DM on a roll. Roeson can do this, but he's got to increase the difficulty of the roll (and the cost in XP).

Roeson, in attempting to get a +2 DM, rolls 3D for 9 or less. What you do is add an extra die to the roll for every extra DM you're trying to gain when you draw on experience. So, let's say Roeson rolls 3D and gets a total of 5. That means Roeson gets the +2 DM and has 4 XP remaining.

Later in that same game session, Roeson wants to draw on experience again. He can do this, but if his roll is higher than his XP count, then he'll waste XP with no benefit. Say Roeson rolls 2D and gets a 7. Well, he's wiped out all of his XP and gets no DM to show for it.

GM can manage their games by how much XP they award. I typically award 1 point per impressive player action during a game. Some players will wrack up 3 or so points in a session. And, they can easily not wrack up any XP if nothing they did was particularly impressive (everybody can't be "on" every game session--it's just not possible).

If a player really impresses me, then I'll award 2 XP. It's not impossible, but I don't see myself awarding 3 XP for an action.

Also, I allow players to use the Drawing On Experience Rule before the fact when it's thier rolls they're modifing. So, if it's important to make a shot, the Draw on Experience is done before the attack roll is made.

But, if a roll from another character effects the player character personally, I'll allow the player to Draw On Experience after the fact, meaning they can attempt to put a DM on a roll after it's been rolled.

So, if the PC is making a task roll, then Drawing On Experience is done before the task roll is made.

If the PC has been hit with a gunshot wound from an NPC attacker, then the PC may draw on experience to come up with a penalty DM for the attack roll...that just might change the attack roll into a miss. And, this can be done after th attack roll is made (but before the damage roll, or any other roll, is made). Note that the player may not know the total of the attack roll (and he might know it, depending on the GM), but the penalty gained by Drawing on Experience can be done after the fact--after the NPC attack is thrown.

Also note that DMs achieved via Drawing on Experince can only be applied to a different character's roll when the PC who is drawing on experience is personally effected by the outcome of the roll. For example, one PC couldn't apply a DM to an attack made against one of the PC's friends. The Draw on Experince is only applicable when the PC is specifically involved.

What does Drawing on Experience do?

It rewards positive contribution to the game with tangible rewards in the form of DMs that can help the character from time to time.

It's up to the GM to be stingy with XP awards so that a character's ability to Draw on Experience is rare (otherwise, you might as well raise the character's skills a level).

DMs gained from Drawing On Experience are a one-time-use affair. And, since not every player, no matter how good he is, can gain XP every game session, a PC's pool of XP will be continually depleted as he uses the points when Drawing on Experience.

Drawing on Experience is a nice little reward, or perk, for a job well done and a game well played. And, this reward is immediate whereas the character growth rules (above) all require some in-game time.

S4
 
I'm still keeping a rule of my own design in my game, as long as we're talking about character growth.

I call it: Drawing On Experience.

It's a simple rule, and it rewards "intangibles" in a game session like great ideas contributed to the session. It's also a way to reward exceptional role playing a player may do.

Here's how it works:

Whenever a player does something "worthy" of a scooby snack (an experience point), I give it to him, right there, right then.

Say a character roles plays and incredible encounter with an NPC that changes the course of the game session, to the delight of all. Well, that's worthy of a point. Slap it on him.

Or, maybe a player comes up with a brilliant idea that saves the party. Give that man a cigar...and an experience point.

Look at the character sheet in my sig. See the XP box just to the right of SOC? That's where I record these points.

But...what good are XP? I don't use them for character skill improvement. That's covered in the Book 1 and Book 4 rules.

Well, XP are good as a roving DM the character can use to help himself out in time of need. I'll show you in an example.

Let's say Roeson has 13 XP. Over the last few game sessions, Roeson's player has managed to rack up 13 XP from his role playing encounters, ideas, and other positive contributions he's made to the game and the enjoyment of all.

Well, let's also say that it's important for Roeson to get the ship's jump drive fixed so that the ship can make a tactical retreat from the multiple Vargr Corsairs attacking it.

Roeson needs to make an Engineering roll. He wants to use every DM he can, because success is important, so he decides to draw on his experience.

Basically, all he does is roll 2D. The result of the roll is the number of XP it costs to allow Roeson a +1 DM.

So, Roeson has 13 XP. Let's say his 2D roll is 4. Roeson now has 9 XP, and he can have that extra +1 DM on his Engineering roll.

OK, during the next game session, let's say Roeson doesn't gain any XP from the previous session (easy to do--XP awards are meant as rewards for exceptional, not "normal", play). He's still got 9 XP. Let's say he desperately needs a +2 DM on a roll. Roeson can do this, but he's got to increase the difficulty of the roll (and the cost in XP).

Roeson, in attempting to get a +2 DM, rolls 3D for 9 or less. What you do is add an extra die to the roll for every extra DM you're trying to gain when you draw on experience. So, let's say Roeson rolls 3D and gets a total of 5. That means Roeson gets the +2 DM and has 4 XP remaining.

Later in that same game session, Roeson wants to draw on experience again. He can do this, but if his roll is higher than his XP count, then he'll waste XP with no benefit. Say Roeson rolls 2D and gets a 7. Well, he's wiped out all of his XP and gets no DM to show for it.

GM can manage their games by how much XP they award. I typically award 1 point per impressive player action during a game. Some players will wrack up 3 or so points in a session. And, they can easily not wrack up any XP if nothing they did was particularly impressive (everybody can't be "on" every game session--it's just not possible).

If a player really impresses me, then I'll award 2 XP. It's not impossible, but I don't see myself awarding 3 XP for an action.

Also, I allow players to use the Drawing On Experience Rule before the fact when it's thier rolls they're modifing. So, if it's important to make a shot, the Draw on Experience is done before the attack roll is made.

But, if a roll from another character effects the player character personally, I'll allow the player to Draw On Experience after the fact, meaning they can attempt to put a DM on a roll after it's been rolled.

So, if the PC is making a task roll, then Drawing On Experience is done before the task roll is made.

If the PC has been hit with a gunshot wound from an NPC attacker, then the PC may draw on experience to come up with a penalty DM for the attack roll...that just might change the attack roll into a miss. And, this can be done after th attack roll is made (but before the damage roll, or any other roll, is made). Note that the player may not know the total of the attack roll (and he might know it, depending on the GM), but the penalty gained by Drawing on Experience can be done after the fact--after the NPC attack is thrown.

Also note that DMs achieved via Drawing on Experince can only be applied to a different character's roll when the PC who is drawing on experience is personally effected by the outcome of the roll. For example, one PC couldn't apply a DM to an attack made against one of the PC's friends. The Draw on Experince is only applicable when the PC is specifically involved.

What does Drawing on Experience do?

It rewards positive contribution to the game with tangible rewards in the form of DMs that can help the character from time to time.

It's up to the GM to be stingy with XP awards so that a character's ability to Draw on Experience is rare (otherwise, you might as well raise the character's skills a level).

DMs gained from Drawing On Experience are a one-time-use affair. And, since not every player, no matter how good he is, can gain XP every game session, a PC's pool of XP will be continually depleted as he uses the points when Drawing on Experience.

Drawing on Experience is a nice little reward, or perk, for a job well done and a game well played. And, this reward is immediate whereas the character growth rules (above) all require some in-game time.

S4
 
Between the three rules--Book 1 Experience; Book 4 Instruction; Drawing on Experience--I've got a complete experience system here for Classic Traveller.

Every aspect is covered: practicing, learning by experience, taking classes, learning from an educator, etc.

That's my new CT Experience system. Basically, it's just what the book said.

S4
 
Between the three rules--Book 1 Experience; Book 4 Instruction; Drawing on Experience--I've got a complete experience system here for Classic Traveller.

Every aspect is covered: practicing, learning by experience, taking classes, learning from an educator, etc.

That's my new CT Experience system. Basically, it's just what the book said.

S4
 
Originally posted by Psion:
Whoops... wrong thread... nothing to see here...
LOL! :D

I kinda make my own threads sometimes. Heck, who needs other commentators? Just keep posting and posting and posting...

file_23.gif
 
Originally posted by Psion:
Whoops... wrong thread... nothing to see here...
You know, another thing I like about this CT Experience system is that it doesn't require record keeping.

Well, I think you have to put a star or asterix or check mark next to a skill you're working on if using the Book 1 method.

And, if you use my optional DRAWING ON EXPERIENCE rules, there's some bookeeping there--keeping track of XP.

But, the basic CT experience system is pretty much record-keeping-free.

I dislike record keeping immensely, so I find that as a huge plus.

S4
 
Originally posted by Psion:
Whoops... wrong thread... nothing to see here...
You know, another thing I like about this CT Experience system is that it doesn't require record keeping.

Well, I think you have to put a star or asterix or check mark next to a skill you're working on if using the Book 1 method.

And, if you use my optional DRAWING ON EXPERIENCE rules, there's some bookeeping there--keeping track of XP.

But, the basic CT experience system is pretty much record-keeping-free.

I dislike record keeping immensely, so I find that as a huge plus.

S4
 
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