Hello Community, longish time lurker, first time poster. My group is small, like so small you might as well not call us a group, due to there being a grand total of three of us.
Our GM, who tends to avoid forums for silly reasons, has thought up a houserule to better fill the "gaps" in having so few characters.
The houserule goes as follows:
- At Character Creation Start with TWO Specializations.
- One is designated as the Primary for determining Additional Career Skills. So while you could be a Smuggler Pilot/Technician Slicer, you could only pick from the "Additional Bonus Career Skills" on The Smuggler Pilot OR Technician Slicer, not both, or mix and matching.
- This Second specialization would not count towards the number of specializations you have for getting new ones over the course of play.
- and finally you would get 1.5 to twice the starting EXP.
My question is, would this lead to starting characters that were to over powered(assuming all other Character Generation rules are still in effect), or should we look for some other way to fill the gaps in our roles? If it is to powerful(as it isn't that unlike the Gestalt Optional Rules some use in D&D/Pathfinder), what would you do to fill the gaps, without compromising the story that wants to be told?