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RPGing and imagination: a fundamental point
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9199394" data-attributes="member: 82106"><p>The skill system was pretty chunky, so level 1 pilot makes a GOOD pilot, not extraordinary, but capable of holding a license and carrying out any routine piloting task. level 2 is an expert, like your average military/commercial level, level 3 is HIGHLY expert, and level 4 is basically the pinnacle of achievement in any field (not that level 5 and 6 are forbidden exactly, but getting them via the normal lifepath is pretty much impossible). I always assumed that Miller shared my penchant for simple, direct presentation of things, and eschewed tiny variations that make practically no difference in practice: such as all the 1% skill increments of BRP, which just don't matter. </p><p></p><p>But it did produce the consequence that an increase in skill rank isn't something that just happens because you spent a week doing some tricky flying. Generally the solution was to break the ranks down into 10ths, so you could be 'pilot 1.3', which wouldn't really do anything for you, but it was a sort of crude 'XP system' for each skill. I believe something along those lines was later codified in one or another variations of Traveller. </p><p></p><p>I'd also note that, while Traveller doesn't claim there is a closed canonical skill list, the lack of an advancement system also fairly precludes the tacking on of endless new skills. Various supplements did add a bunch, but the list never really got all that long. It made for a pretty solid system, just one that centers on certain types of play. I think it is fair to conclude there's certainly a pretty significant set of RPG genre which benefit from steep personal progression curves in a D&D-like way.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9199394, member: 82106"] The skill system was pretty chunky, so level 1 pilot makes a GOOD pilot, not extraordinary, but capable of holding a license and carrying out any routine piloting task. level 2 is an expert, like your average military/commercial level, level 3 is HIGHLY expert, and level 4 is basically the pinnacle of achievement in any field (not that level 5 and 6 are forbidden exactly, but getting them via the normal lifepath is pretty much impossible). I always assumed that Miller shared my penchant for simple, direct presentation of things, and eschewed tiny variations that make practically no difference in practice: such as all the 1% skill increments of BRP, which just don't matter. But it did produce the consequence that an increase in skill rank isn't something that just happens because you spent a week doing some tricky flying. Generally the solution was to break the ranks down into 10ths, so you could be 'pilot 1.3', which wouldn't really do anything for you, but it was a sort of crude 'XP system' for each skill. I believe something along those lines was later codified in one or another variations of Traveller. I'd also note that, while Traveller doesn't claim there is a closed canonical skill list, the lack of an advancement system also fairly precludes the tacking on of endless new skills. Various supplements did add a bunch, but the list never really got all that long. It made for a pretty solid system, just one that centers on certain types of play. I think it is fair to conclude there's certainly a pretty significant set of RPG genre which benefit from steep personal progression curves in a D&D-like way. [/QUOTE]
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