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No Advancement... but not for D&D
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<blockquote data-quote="Ariosto" data-source="post: 5259940" data-attributes="member: 80487"><p>Classic Traveller does allow for skill advancement, 'slowly'. Whatever the source of the notion that it does not, the facts are on pp. 42-43 (2nd ed.) of Book 2, or page 103 of <em>The Traveller Book</em>, under the heading of "Experience".</p><p></p><p>It comes down in the long run to a rate of one level per four-year term (two skills getting a permanent +1 each after eight years), the baseline rate in Book 1 character generation. Book 4 introduced both "advanced" generation and the Training skill (which could impart a level of skill in as little as six weeks).</p><p></p><p>Consider that "Medical-3 is sufficient for a character to be called a doctor, and assumes a license to practice medicine, including writing prescriptions, handling most ailments, and dealing with other doctors on a professional level."</p><p></p><p>Theoretically, you could get that M.D. in just one term of character generation, but it's unlikely.</p><p></p><p>"Highly scientific or esoteric methods are logically available, provided the individuals search hard enough for them." The quest is rather more where the adventure game lies, to my mind, than the racking up of super scores.</p><p></p><p>=====================================================</p><p>By contrast, the original TSR edition (1976) of Jim Ward's <strong>Metamorphosis Alpha</strong> has no character advancement system at all. There's a small chance of gaining a mutation instead of getting killed by radiation exposure -- but a human who becomes a mutant loses his Leadership Potential (and thus all his followers).</p><p></p><p>The great fruits of experience in MA are</p><p>(a) real knowledge on the player's part</p><p>(b) relationships of the character with other characters</p><p>(c) equipment</p><p>=====================================================</p><p></p><p>That's the standard in Chaosium's games, going back to <strong>RuneQuest</strong> (1978) -- which also has a training system (like OD&D's XP for GP, but not so straightforward). To go from 40% to 45% with shortsword would cost 200 Lunars and two weeks (a bargain vs. other weapons), but it would take use in the field before more training. An adventure would give a 55% chance of raising the skill to 50%. That brings the training into a new bracket (500 L and five weeks for each 5%).</p><p></p><p>Skill above 75% is possible (for most skills) only from experience checks, not from training. The most one can improve a skill in a week is 10% (5% Training and 5% Experience). It might not be the standard rule, but (if it came up, with someone having so much cash to spend) I would not allow training more than five skills at a time. Each course takes two hours of the day, and 10 hours of training is probably a pretty full slate.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5259940, member: 80487"] Classic Traveller does allow for skill advancement, 'slowly'. Whatever the source of the notion that it does not, the facts are on pp. 42-43 (2nd ed.) of Book 2, or page 103 of [I]The Traveller Book[/I], under the heading of "Experience". It comes down in the long run to a rate of one level per four-year term (two skills getting a permanent +1 each after eight years), the baseline rate in Book 1 character generation. Book 4 introduced both "advanced" generation and the Training skill (which could impart a level of skill in as little as six weeks). Consider that "Medical-3 is sufficient for a character to be called a doctor, and assumes a license to practice medicine, including writing prescriptions, handling most ailments, and dealing with other doctors on a professional level." Theoretically, you could get that M.D. in just one term of character generation, but it's unlikely. "Highly scientific or esoteric methods are logically available, provided the individuals search hard enough for them." The quest is rather more where the adventure game lies, to my mind, than the racking up of super scores. ===================================================== By contrast, the original TSR edition (1976) of Jim Ward's [B]Metamorphosis Alpha[/B] has no character advancement system at all. There's a small chance of gaining a mutation instead of getting killed by radiation exposure -- but a human who becomes a mutant loses his Leadership Potential (and thus all his followers). The great fruits of experience in MA are (a) real knowledge on the player's part (b) relationships of the character with other characters (c) equipment ===================================================== That's the standard in Chaosium's games, going back to [B]RuneQuest[/B] (1978) -- which also has a training system (like OD&D's XP for GP, but not so straightforward). To go from 40% to 45% with shortsword would cost 200 Lunars and two weeks (a bargain vs. other weapons), but it would take use in the field before more training. An adventure would give a 55% chance of raising the skill to 50%. That brings the training into a new bracket (500 L and five weeks for each 5%). Skill above 75% is possible (for most skills) only from experience checks, not from training. The most one can improve a skill in a week is 10% (5% Training and 5% Experience). It might not be the standard rule, but (if it came up, with someone having so much cash to spend) I would not allow training more than five skills at a time. Each course takes two hours of the day, and 10 hours of training is probably a pretty full slate. [/QUOTE]
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