Leadership, fencing and sailing are indeed the skills where I figure it is OK if the player does increase faster than the officers.
Fits for a main character who is a Captain.
If you have no First Mate or Navigator, I would certainly expect that.
I don't think I'll ever be sold on the idea of sharing every sort of XP with all characters in the shore party.
We talked about it before and that would go against the whole concept of the shore party being specifically meant to help you out in fights.
Used to be the other way around in the original game, with only officers in the shore party counting for anything. All others were basically passengers.
I'm very glad that was changed a few years back so that you can leave officers with a role but no need for fencing skill safely on the ship.
For example, a quartermaster doesn't need to be with you to do the job anyway.
If you go to the Merchant and discuss what you want, the quartermaster can handle the remainder of the transaction on his own.
I always imagine there to be some invisible delegation going on behind the scenes.
Adding a non-fencing bonus to the shore party would also create a reason for more micromanagement, which we didn't want either.
So I don't think I'll be doing that, I'm afraid.
Of course in normal play, that shouldn't really be necessary anyway.
You should gain all types of XP if you play all elements of the game.
If you have no officer for that role, then the player still gets some of the XP.
But eventually I'd expect players should want one of all officer types.
Until you do, you'll be at a bit of a disadvantage.
That's OK though; creates some progression throughout the game and gives you something to strive for.
HP bonus is a positive or negative number that gets added to that character's HP.
Positive increases the HP and negative does the opposite, of course.
This is what gets increased through the Apothecary too.