skill levels

By [unnamed sender] ·

TML message #1000From bundle 89All messages with this subject

In both the old system, where skills directly affected die rolls,
and in the new task system, where skills and combinations of skills
have even stronger effects, it is vital to control TIGHTLY the number
and level of skills available to the character. This is done only
to a limited extent in the rules (INT+EDU=MAX), so I have deivsed
some rules of thumb for estimating what a given level of skill or
EDU might be. These are based on estimates against the propogation
of knowledge or skill in a given population; I do not claim that
they are substantive in any way. I *do*, however, claim that in
the games I've run, they work and work well.

Level 0: The character has been familiarized with the ideas, rules, and
equipment of the skill involved. He can make estimates based on his
limited ability, and operate devices without fear of doing something
obviously stupid. Note that a temporary Level 0 and a permanent Level 0
require different amounts of time, to turn the skills from liquid into
crystal memory; they do not involve different techniques or training.
EXAMPLES: Learning in an afternoon to clean, fire, and safely handle
a pistol would convey a Handgun -0; practicing this regularly until
one no longer needed to "think" about it would make the skill permanent.
Learning to work the gears and steering wheel could give a Wheeled
Vehicle 0, unless one also required safe and legal driving.

Level 1: This is "trainee" level; the character has had formal instruction
(either supervised or not) in the skill, and has a basic set of ideas
and tools with which to work at all times; enough, in fact, so that he
is more likely to do a difficult task successfully than someone who merely
"knows which buttons to push". EXAMPLES: Driving an auto after having
been taught, and practiced for a few months to a year. Firing a handgun
every few days for an hour or two, with an emphasis on smooth motion
and marksmanship.

Level 2: This is "`qualified" level, or "journeyman/apprentice" level,
depending on the skill type. The character is proficient at what he does,
and operates unsupervised for most tasks without difficulty; however,
he may require the advice or training of one more skilled than he when
an unusual or dangerous situation arises. EXAMPLE: An Engineer-2 would
be qualified to run the engines of a small merchant with no trouble,
but might serve under an Engineer-3 or 4 on a Navy battlecruiser.

Level 3: I view this as above the median, well above in the case of
skills that aren't normally "studied" by people at large. The Level 3
indicates a "profession," a full course ofd study and certification
that amply prepares the characters for most eventualities. Hence, a
four-year stint in med school produces Medical-3 (an MD), and a
character with any Ship skill of 3 could be hired as a watch commander
in any station.

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