One of the best "training" rules and "self-teaching" rules I've ever come 
across was from oddly enough, RUNEQUEST.

There, you had to make a roll against your current skill (mind you, this was a 
system that used percentiles), and you had to FAIL your roll in order to 
improve.  For example, a skill of 74% resulted in the following:

A roll greater than 74 permitted the character to increase their current skill
A roll of 74 or less meant that what the character learned, was something he 
already knew.

RQ also had a rule that you ADDED your IQ to the die roll, so that you could 
always improve beyond 100% (which in GURPS would be a skill of 19+).  

I wish that GURPS had a means for determining at what point a skill 21 
metalsmith could start utilizing metallurgy from a tech level 1 higher than 
their current (or physician, or engineering, etc).  What is the difference 
between a TL2 metalsmith and a TL3 metalsmith?  What is the difference between 
an electrical engineer of TL 7 and TL 8?  Inquiring minds wanna know ;)

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