Skill caps
kaladorn@xxxxxx
(20 May 2020 20:30 UTC)
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Re: [TML] Skill caps Jeff Zeitlin (20 May 2020 21:26 UTC)
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Re: [TML] Skill caps
kaladorn@xxxxxx
(20 May 2020 23:31 UTC)
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Re: [TML] Skill caps
Greg Nokes
(20 May 2020 21:28 UTC)
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Re: [TML] Skill caps
Alex Goodwin
(21 May 2020 08:15 UTC)
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Re: [TML] Skill caps Jeff Zeitlin 20 May 2020 21:25 UTC
On Wed, 20 May 2020 16:30:20 -0400, xxxxxx@gmail.com wrote: >I never liked the 'INT+EDU' skill limit. It always fell short of describing >the people I knew. [...] >There is no way a character with 5-7 skills of maybe 10-15 maximum skill >points represented that. >I see in one of the new versions (T5, MgT), that limit is set to 3 x (INT + >EDU) which seems more like reality. Though I was unclear if they were >counting 0 level skills, which I think should be left out. I believe that the INT+EDU limit always excluded level-0 skills. >I also always thought having some things give you a zero level skill but >not an upgrade was, while not necessarily an incorrect map of reality, an >annoying character generation item for little real in game benefit. I think >that was not a required distinction. > >I always looked at it as: > >Level 0 - something that could be taught briefly (really fast in a crisis) >to let you do particular tasks (but not with any particular panache or >depth of understanding) - basic self defence training >Level 1 - you spent a term or a maybe a year with this being part of your >daily life - self defence white/yellow/orange >Level 2 - you've done this for 2-3 years as part of daily activity (some >college certifications/diplomas) - self defence level green/blue/purple >Level 3 - you've done this for 4-6 years as a part of daily activity >(university graduation in key skills for a career) - self defence level >brown/1st black - professional (MD, Engineer, etc) >Level 4 - you've done this for 7-10 years as part of daily activity (post >graduate levels) - self defence level 2nd to 3rd black - Expert - Masters >Degree to PhD >Level 5 - 11-20 years of daily activity, PhD plus, self defence 4th+ black, >Renowned Expert I think you inflate the skill levels somewhat; I would use your guidelines, but for _half_ the skill level that you show (rounded up - your 5 would be my 3). The primary purpose of a level-0 skill is to be able to try something without incurring the penalty for being unskilled. >I always also thought that although there should be nothing magical about >level-0 skills (in terms of how they might stack with more skills of that >type) but that getting to level 2 is harder than getting to level 1, and so >on... to get from level 4 to 5 should take longer and be harder (more skill >tallies/xp/whatever). This is why some of MT's expanded chargen was a >problem - you could get, andnot just very rarely, characters from >generators that had level 5-7 skills in one skill (thanks to skill trees in >part, but also because there was no gradient in how hard it was to increase >a skill). Yes. This was, IMO, a big problem with MegaTraveller (and with the expanded chargen in Classic Traveller, where the MegaTraveller chargen came from), and the reason for imposing the INT+EDU cap. If there was some way to integrate Ken Bearden's experience rules (https://www.freelancetraveller.com/features/rules/chardet/exper.html) into prior career generation, I don't think it would be a bad idea. ®Traveller is a registered trademark of Far Future Enterprises, 1977-2020. Use of the trademark in this notice and in the referenced materials is not intended to infringe or devalue the trademark. -- Jeff Zeitlin, Editor Freelance Traveller The Electronic Fan-Supported Traveller® Resource xxxxxx@freelancetraveller.com http://www.freelancetraveller.com Freelance Traveller extends its thanks to the following enterprises for hosting services: onCloud/CyberWeb Enterprises (http://www.oncloud.io) The Traveller Downport (http://www.downport.com)