rene@umcp-cs.UUCP (10/26/83)
In our traveller game, you CAN'T just pick up any old skill that someone else happens to know. To teach a skill you MUST have instructor skill (see the High Guard characters) and you must have at least one skill level above the level you are allowed to teach to, in both instructor skill and the skill you are teaching. Characters who can learn everything get boring - that would be like having every character in D&D be a mu, a fighter, a thief, a cleric, etc. all at once. What you CAN do is practice skills you already know, study things that aren't skills (for example, the characteristics (geography, predators, gravity, atmosphere, etc) of the planet you're visiting, and the society, if any (this can be VERY helpful)), or have a shipboard adventure (our GM put spies on our vessel, and then there was a murder, etc). You can practice new weapon skills (our GM requires a year to go from level 0 (which everyone has) to level 1 in a weapon ONLY) if you roll a 6 (2d6) - other skills and levels take two years, and you must roll a 6 (2d6) every year to "keep at it", but you immediately gain the skill level while practicing. I believe it's weapon practice that you don't roll the second year (or is it body building?). We also have an EP system for going up skill levels, but it takes proportionately longer to go up higher skill levels. If a character must practice a skill he doesn't have (e.g. leadership), it is possible to go to skill level 0 on that (judgement of GM - don't be too free with this, or with EPs). At any rate, what you want is a way to gradually increase your character's capabilities, but not get TOO powerfull, and above all, have fun. - rene -- Arpa: rene.umcp-cs@CSNet-relay Uucp:...{allegra,seismo}!umcp-cs!rene