43 minutes ago, Astrelan said:I have run games using these kits, and so far they have worked as intended, making things easier for my players. I don't understand how exactly they could make things more difficult than they were prior. I give my players the choice to use a kit or choose their gear; the kits are meant to speed things up and make it easier for someone who doesn't know the system, which is what they do. What has your experience with your players been like when using them?
I am currently broadening the scope of this project, but it seems like it isn't going in a direction that you want, and I earnestly apologize for that. I want to make this idea something that everyone can benefit from, but the way in which you want me to do so does not align with my design philosophy with this project. To that end, I again extend my apologies.
Imagine you have a character that wants to be a slicer and an infiltrator. they are going to want the Agents kit and the slicers kit. but because of the way your set things up they end up with a bunch of duplicated stuff. But they also are missing stuff like climbing gear with is a part of infiltrating places. So they need the adventurers kit. so now they have a bunch of stuff duplicated 3 times. Or they have to buy one kit and then do a whole bunch of shopping to get all the additional gear they need. Which is why I am advocating task oriented kits instead of they very broad kits you have.
IE
Climbing bundle.
climbing gear
synth rope
Ascension gun
climbing gear
repulsor assist unit.
As an example.
You could do a breaking and entering kit,
a slicing kit
a forging kit
a doctors kit
a diplomats kit
etc.