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The cruelty of Classic Traveller's psionics acquisition system
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<blockquote data-quote="pemerton" data-source="post: 7580557" data-attributes="member: 42582"><p>I don't have any of the old alien modules, but have heard rumours of the Zhodani.</p><p></p><p>I've done some free narration of "mystical" feats by the religious elite of Ashar, without trying to frame that within the technicalities of the psionics rules.</p><p></p><p>There's no meta-currency in by-the-book Classic Traveller.</p><p></p><p>There are three modes of improving a PC's stats/inherent abilities:</p><p></p><p style="margin-left: 20px">* psionics (method described above, although in this thread I skipped over the world-creation parts of it - the GM has to make a high roll (9+, I think) for a world to have a branch of the Psionics Institute, and then a player has to succeed at a check (also 9+, I think) to discover that branch if searching for it);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* self-improvement, which is set out in Book 2, and can involve either making a roll (by default, 8+) to boost a couiple of abilities for 4 game years (and to lock in the boost requires a second roll at the end of those 4 years), or spending Cr 70,000 and 2 years to gain 1 skill at rank 2;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* the Instruction rules found in Book 4 (the Mercenary supplement), which require less time than either of the above 2 and allow a roll of 9+ (I think) to learn a new skill - there is no default pricing for Instruction, but in my game I've set it at a level to try and fit the self-improvement rules from Book 2.</p><p></p><p>Every 4 years (once a PC is 34 or older) requires saving throws to avoid decreases in physical stats (and INT at, I think, 60+) - one of my players made the comment that getting worse rather than better with the passage of time makes the game too much like real life!</p><p></p><p>Of course the other aspect of improvement in Traveller is gear. Over the course of our current campaign, the ship-owning PC has upgraded from a (200 ton) yacht with a mortgage, to a 490 ton custom laboratory vessel owned free-and-clear. And one of the "bruiser" PCs has acquired a suit of battle dress and plasma gun. And they've upgraded their ATV, by torching the one they were using on-world in the last few sessions and taking the faster, laser-cannon-armed Imperial Marine ATV from the base that they took out.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7580557, member: 42582"] I don't have any of the old alien modules, but have heard rumours of the Zhodani. I've done some free narration of "mystical" feats by the religious elite of Ashar, without trying to frame that within the technicalities of the psionics rules. There's no meta-currency in by-the-book Classic Traveller. There are three modes of improving a PC's stats/inherent abilities: [indent]* psionics (method described above, although in this thread I skipped over the world-creation parts of it - the GM has to make a high roll (9+, I think) for a world to have a branch of the Psionics Institute, and then a player has to succeed at a check (also 9+, I think) to discover that branch if searching for it); * self-improvement, which is set out in Book 2, and can involve either making a roll (by default, 8+) to boost a couiple of abilities for 4 game years (and to lock in the boost requires a second roll at the end of those 4 years), or spending Cr 70,000 and 2 years to gain 1 skill at rank 2; * the Instruction rules found in Book 4 (the Mercenary supplement), which require less time than either of the above 2 and allow a roll of 9+ (I think) to learn a new skill - there is no default pricing for Instruction, but in my game I've set it at a level to try and fit the self-improvement rules from Book 2.[/indent] Every 4 years (once a PC is 34 or older) requires saving throws to avoid decreases in physical stats (and INT at, I think, 60+) - one of my players made the comment that getting worse rather than better with the passage of time makes the game too much like real life! Of course the other aspect of improvement in Traveller is gear. Over the course of our current campaign, the ship-owning PC has upgraded from a (200 ton) yacht with a mortgage, to a 490 ton custom laboratory vessel owned free-and-clear. And one of the "bruiser" PCs has acquired a suit of battle dress and plasma gun. And they've upgraded their ATV, by torching the one they were using on-world in the last few sessions and taking the faster, laser-cannon-armed Imperial Marine ATV from the base that they took out. [/QUOTE]
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