To round the thread off, let´s talk a bit about the "dark sides" of TDE:
- Character generation is far too front-loaded - too many decisions, too much to do. For beginners i like to throw out the "raise your skills for the first time" step and give them the XP for later. Makes them a little bit less experienced, but allows you to start your game a lot quicker.
- The core ideas of TDE are:
a) If its cool, its either expensive, impossible to get, nearly impossible to master or just not applicable for player characers. "No, you cant use / do / be that" is a core tenet of the game system.
b) You have to specialise with your character, and even then, you start out with pretty low success chances. Be prepared to fail a lot: gathering herbs, casting spells, hitting enemies etc. "From zero to hero" is a necessity in this game, intimately bound to the core idea.
Of course, you could give your players 1000 XP which would change that immediately, but that would again result in a pretty drawn-out chargen.
- Because the system mainly aims at simulating the game world (and not necessarily at balance), a powergamer with a mission and some time can do some godawful things to your campaign. A good DM can watch out for this, but its pretty much inevitable with this approach.
If the axe-and-board dwarf i mentioned to Mustrum was expertly crafted, he could bring pain to enemies on level 1 that are nigh-untouchable by other players.
- The biggest problem is and will always be the same that D&D has: a hardcore group of gamers that knows EXACTLY what their game is supposed to be and will viciously attack anybody with different opinions.
Phew, that was hard to write. But there must be balance in all things.
