On Jan 9, 2012, at 10:02 AM, "Alaconius" <[email protected]> wrote:

> One of the rules I "houseruled" very quickly was the OJT such that you can't 
> get above "well trained" or in some cases "expert" with the skill.  Day to 
> day ordinary activities almost never bring you into circumstances in which 
> you become a verifiable expert at your given skill.  Case in point:
> 
> Individual works as a computer operator for 10 years.  He's never given the 
> security access to utilize commands that are above his pay grade (ie commands 
> that would require an expert on the computer system to utilize).  He's never 
> been exposed to the manuals that explain those commands (ie he's not 
> improving his skill via the means of self-training via books or the written 
> word).  Would you expect such an individual to become not only an expert 
> within the field of computer operations, but be one of those people for whom 
> publishing his thoughts would render him an instant authority in the known 
> world?  Yet, with OJT experience, such an individual can become the expert in 
> all things job related.
> 
> As the rules are written - OJT leave a little bit to be desired.  Also?  One 
> of the house rules I used back in the bad days when a single 1/2 point gained 
> an individual a foothold in a skill, I used to permit players who used a 
> skill by default, or any skill at less than expert level (aka 16), to gain a 
> single experience point in the skill used if - they get a critical success at 
> a stressful time (ie no bonuses to the skill roll).  Even a crit failure was 
> good for this simply because you learn from your mistakes as much (if not 
> more!) than your successes.
> 
> In any event, those are house rules I used back in the day.

Power-Ups 3: Talents has something like this in the Job Training Advantage.  
The idea is that you select a very specific job that you are trained in (such 
as F-16 Technician; "Fighter Technician" is too broad for this) and you get a 
Talent-like bonus to all skills pertaining to that job — but only when you're 
using them in a manner that's applicable to that job; and the Job Training 
deteriorates if you don't spend substantial time and effort (something like 
eight hours a day on average) putting them to use and/or attending seminars 
etc. to keep your Training up-to-date.  The advantage is that Job Training is 
easier to teach; in game terms, it's even cheaper than a Talent, and explicitly 
_can_ be improved through the study time rules (in fact, that's the preferred 
mechanism for improving it).  

The result is that you can quickly become _very_ good at a specific job; but 
that expertise doesn't translate to anything else, and requires constant upkeep 
to prevent it from deteriorating.  (You still need at least one point in each 
of the job-related skills, representing basic proficiency; but other than that, 
you're free to sink all of your job-related experience points into Job 
Training.)

I suppose you could do something similar using a variant of the Expert Skill, 
but with a focus on practical know-how pertaining to a particular job instead 
of knowledge pertaining to a particular subject.  It's a similar concept to 
Wildcard skills, but nowhere _near_ as broad.  
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