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<blockquote data-quote="Ruin Explorer" data-source="post: 9418327" data-attributes="member: 18"><p>Career sounds like an entire extra step from most chargen and you have to answer yet more questions after already coming up with a concept and so on. You also describe it as "a bit of all over the place" (very bad in a chargen system). Then your example careers seem pretty fiddly and like they'd require a player to pre-emptively know what certain systems and rules actually meant (including one you apparently don't even know what it means lol!), at a time when they definitely will not. You also have to pick an inciting incident which is related to career not class.</p><p></p><p>Then you have to bizarrely independently choose class and kit even though class would surely inform and delimit kit pretty severely. Does class involve any L1 choices? A lot of the kit from what we saw previously looks likely to induce at least minor analysis paralysis.</p><p></p><p>Free strikes - do these involve choices is or is this just an admin step you wrote down?</p><p></p><p>Complications - Optional but yet another layer a lot of RPGs skip (including 5E, and I was rather expecting this to be on-par with 5E crunch-wise, but it seems like it's going north of that by some margin). Further analysis too as players will try to determine whether they actually want them.</p><p></p><p>Determine details - yet more detail, which is fine, but it feels like adding this on top at this point in chargen is absolutely well into the upper realms of complex chargen.</p><p></p><p>Make connections - Another whole step, and one I like, but it's another whole step.</p><p></p><p>I'm also not convinced the order of operations here is as rational as a lot of other decisions being made about this game. I don't think this general approach to chargen is a bad thing, but I do think creating a character in this system will be considerably heavier than 5E or a lot of modern systems.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9418327, member: 18"] Career sounds like an entire extra step from most chargen and you have to answer yet more questions after already coming up with a concept and so on. You also describe it as "a bit of all over the place" (very bad in a chargen system). Then your example careers seem pretty fiddly and like they'd require a player to pre-emptively know what certain systems and rules actually meant (including one you apparently don't even know what it means lol!), at a time when they definitely will not. You also have to pick an inciting incident which is related to career not class. Then you have to bizarrely independently choose class and kit even though class would surely inform and delimit kit pretty severely. Does class involve any L1 choices? A lot of the kit from what we saw previously looks likely to induce at least minor analysis paralysis. Free strikes - do these involve choices is or is this just an admin step you wrote down? Complications - Optional but yet another layer a lot of RPGs skip (including 5E, and I was rather expecting this to be on-par with 5E crunch-wise, but it seems like it's going north of that by some margin). Further analysis too as players will try to determine whether they actually want them. Determine details - yet more detail, which is fine, but it feels like adding this on top at this point in chargen is absolutely well into the upper realms of complex chargen. Make connections - Another whole step, and one I like, but it's another whole step. I'm also not convinced the order of operations here is as rational as a lot of other decisions being made about this game. I don't think this general approach to chargen is a bad thing, but I do think creating a character in this system will be considerably heavier than 5E or a lot of modern systems. [/QUOTE]
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