Realized I put this in the Rules Q area rather than the House Rules area. Reprinting it here to talk it up.
Digging through the action cards and careers (in the boxed set only, haven't picked up the Adv's toolkit yet) I'm finding a distinct lack of career specialty. Other than the stance varieties (which isn't a wide range as they start with 4 boxes, which is either 2/2 or 3/1) and the different advance steps the only careers that seem to 'get something' are the Zealot and casters (insanity and casting abilities respectively). Skimming the action cards, only a few require a specific career (outside of the spells/blessings), most - when they have a restriction - base it on equipment carried. The only thing that the career choice seems to have any real bearing on is talent choice...
Seems like except for shuffling around how the advances stack up and the talent slots the careers are a background description and four keywords (that don't do all that much - so far).
Is anyone else finding this is the case? I loved the old 1e/2e career method that seemed to give the character more 'connection' to the career choice.
What are you doing to make the career choice have more impact on the character?
I've started looking at the action keywords and seeing where they could be affected by the career choice (for example, buying an action that doesn't share at least one keyword with your current career requires +1 advance to represent the focus of training/experience being different; or simply being unable to take an action that doesn't share a keyword). I'm sure in some cases this won't work (for example, the number of actions with the social keyword is far greater than the ones with melee or ranged or whatnot).
Emirkol said: +1 advance cost for not having the same keyword...good start. Still, no, there's not much to the careers except for pictures and background. They truly are the required fluff though. I had a player gripe about being stuck with a "boatman" at the convention... He asked, "what makes him special?" It got me thinking about this very subject.
Yeah, the fluff's definitely required and I love it, but it feels like there needs to be more 'point' to the career itself.
haha, boatman. Good question.
Here's another option:
Actions a character takes that he doesn't share a keyword for or is trained in the skill required generate an additional recharge token (which means a 0 recharge now costs 1). That helps cover the lack of keywords on some actions. Just another thought.
Part of this comes from me sitting down and generating a couple of characters last night so I have firsthand practice with it before walking the players through (used pregens last game) and realizing after generating stats and picking talents I had the exact same pool of options in what they were capable of doing for both a Wood Elf Soldier and a Reiklander Student.