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 ;) _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
