doctorbadwolf
Heretic of The Seventh Circle
Yeah I’m much more thinking soemthing like:BRP = Basic Roleplaying, the family of RPGs descended from RuneQuest and Call of Cthulhu. They are usually skill-based, and in most of them skills can either increase with experience or with training/practice.
Addendum: Typically, using a skill (sometimes with the requirement that it is used successfully, sometimes with the requirement that it's in an important situation) gets you an "experience check" on the skill, which means that you can roll against it after the adventure. On a failure, you increase the skill by some amount, usually 1d6%, 1d10%, or 5%. Training (with a teacher) takes time and money, but usually gives you good results. Study (without a teacher) only takes time, but is less certain than having a teacher.
You improvise a Technique in play, defend against a technique, or find a book describing it, and want to train and perfect it into a new Technique you can use without the skill improvisation rules. Later that day, you recreate the technique in a sparring session, and roll with the appropriate skill. Success means you’ve started learning it. The next day you reach a safe haven, and you can take more time with it. You find someone at least on your level in that skill, and practice and train. Let’s say it’s a Minor Trait, so it only needs 5 successes to learn, and you can only gain 1 success per day, so it takes a week to train if you’re really on the ball, but if you roll poorly it might take long enough that you’re still working on it when you leave not-Rivendell, still needing 2 successes to learn it.
A Major Trait might require 10 or more successes.
Skill ranks might be major, while specialization ranks are minor, but with skills you can simply count successful checks (must be total success) once a day toward training in a skill. This might be too fast in advancement, though.
I think with skills, you’d have roadblocks where you can’t get your 3rd rank without training with someone who already has at least 3 Ranks, or teaching someone the skill to have at least 1 rank. To become a Master (6 ranks) you have to train with a master or teach someone to reach Journeyman level.
The GM should not, IMO, be that deeply involved in the specifics of how the PC advances.It is perfectly possible in point-buy systems for the GM to award some points with a requirement that they be spent on a specific form of advancement. It's also possible to for the GM to require characters to buy up things they've actually used, and forbid buying up things they have not touched. These things tend to be quite deeply buried in the detailed dialog between the GM and each player that detailed point-buy systems like Hero or GURPS require, so they aren't talked about much.
Im definitely not in any danger of doing anything like that.Beware of reducing everything to training-time equivalents. I have played a homebrew system created by a chap who worked for IBM, at a time when staff don't seem to have been allowed to do things unless they'd taken the appropriate training courses. Adventuring didn't give you any advancement points at all; the only potential gain from it was money to pay for training. This does not promote an entertaining game.