Committed Hero
Hero
GURPS' combination of skill defaults (ie, letting one skill stand in for another at reduced efficiency), plus the way it charges more XP for more complex skills, colors my answer.
I feel like it's a sensible rate for academic skills being studied in a calm situation with a lot of time doing other things, but a rather low rate for practical skills being used in real situations on a daily basis. For example, people in WW2 went from never having flown a plane to the greatest pilots on the planet, capable of incredible feats, in a lot less than 4 years.
Traveller's inability to distinguish routine (which teaches only slowly) from high stress/high activity environments is one of the many things I hold against what could be a really great system. The way the CharBurner works should not necessarily reflect the most intense possible training, either focused or "on the job". It's fine to separate the mundane from the unusual or the heroic.
I asked Qwen: if you use the 5th edition of Dungeons and Dragons and you scale it towards real-world realism of skill development, what is the highest level a fighter could reach?
No edition has no advancement...Part of it is, of course, that when Trav was created, the mechanics were such that there was a very strong incentive not to let players get their skill values up too much. I just think that would have been better served by having advancement done in micro-increments so it didn't do so rather than, effectively, saying no one ever learned in the field.
No edition has no advancement...
CT's is just insanely slow - 8 years to perma-lock a skill in play, vs 4 or fewer in CGen (it's 1 year if using Bks 4,5,6,7, or 9 Character Gen. Man, 40 years of CT only running "Books" to Book 8, it feels so odd to include the new Book 9: Pirates) To be more clear: you get the skills at 4 years, but have to continue to study for 4 more to not risk losing them. One attribute works similarly.
On the other hand, Not a few people note that there's nothing stopping the GM from hitting the career tables at the end of 4 years character time... which CT characters can wind up doing in serious campaigns. Other peoples', not mine. I think my longest covered about 3 years of Character time.
CT is the only one without experience rules. MT and T4 are learn by doing & learn by training. TNE is spend experience.I don't consider "training" and "learning by doing" the same thing, and was talking about the latter.
CT is the only one without experience rules.