Trying a game without Careers and Specializations

By JinFaram, in Star Wars: Edge of the Empire RPG

I am thinking of trying a game without careers and specializations. Just a personal preference, I see the need for them and their use. What do you guys think?

I am thinking of using character creation costs for raising Characteristics and having it cost the same to increase Force Rating. Skills would all count as class skills and talents either would have a fixed value or cost (5 x Rank)+5 like non-class skills I would then limit to 5 ranks in any talent. There are some exceptions like Enduring and Defensive Driving. I am going to say nothing can be raised more that one rank per session and you can't purchase the same talent two sessions in a row.

I think it is a bad idea. You'll have over simplistic characters that all end up looking the same and Force wielding demigods. Not my cup of tea.

Do as you wish, but I wouldnt, they're gonna be stupid powerful in no time and the game will get boring fast.

Bad idea man, the trees and the specializations are what make characters fun - and it's not like you cant dip outside of the trees if you want anyway.

Only attempt with players who are extremely pro-role-playing and not power-gamers at all. If not, you will end up with the equivalent of original Ultima Online Halberd&Plate Tanks shouting "Corp Por" all of the time.

"I'm going to remove the core element of the system's character creation, and then furthermore make it orders of magnitude cheaper to advance in power level. I'm sure this won't unbalance things at all."

"I'm going to remove the core element of the system's character creation, and then furthermore make it orders of magnitude cheaper to advance in power level. I'm sure this won't unbalance things at all."

This is what the fox says. Take that, Ylvis.

10 XP for my first +1 from Dedication (of 5)? What a deal!

Okay, since everyone has expressed their opinion that this is pretty uniformly a bad idea, I think it's important that we address the why? What do you see as broken about the system that you see the need to change such a core component of them game? Tell us why and we'll be able to address those concerns more.

What do you see as broken about the system that you see the need to change such a core component of them game? Tell us why and we'll be able to address those concerns more.

+1

Hi and welcome JimFaram!

The first days that I was testing the game I think that was a good choice, but after a few test I discovered that the Edge "class" system its pretty good and gives a lot of freedom. I have a "pure" rules game that its just perfect.

Also I have to say that I use one aproximate version of your idea in one of our games. I just say "pick up what you need" XD I use consideration like "you trained enough" but, this is a very interventionist system. No XP Costs, just role-play-anti-power-gamers XD Two games, two different systems. I love both of them :D

Edited by Josep Maria

If that's how you really want to run things, I'm sure there are ways you can make it work. Like maybe adjust talent costs instead of having them all be 5xrank. And maybe only allow characteristics to be bought after so much xp is spent on other things.

The most important thing you can do is play the game you and you're friends want to play

I have considered trying the game without careers but retaining specializations. At character creation, just select eight career skills and all specializations have the cost of being in-career/universal.

You may as well just run Fate but with EotE dice, with Aspects and Stunts providing Boosts and Setbacks.

Okay, since everyone has expressed their opinion that this is pretty uniformly a bad idea, I think it's important that we address the why? What do you see as broken about the system that you see the need to change such a core component of them game? Tell us why and we'll be able to address those concerns more.

The problem is you make is so everything is universally cheap. And everyone is going to basically end up looking the same. The trees are designed to make you make choices. Do I want this set of abilities or that set of abilities. By removing the trees people will buy all the best talents. instead of making hard choices as to what they will do.

If the aim is to make things cheap and speed progression it just seems easier ti simply drop a lump sum of xp in players lap and let them start the characters further along rather than deconstruct the whole system balance.