Character Creation Feedback Thread

By FFG_Sam Stewart, in Game Mechanics

aramis said:

Ok, just checking my comprehension

On step 4 careers… is this correct?

  1. Pick Career
  2. mark all 8 skills on career list as career skills
  3. take one rank each in 4 skills from career list
  4. pick specialty
  5. mark specialty skills as career skills
  6. pick 2 of the 4 specialty skills at one rank each
  7. go on to experience

Also: Surveilance - Uncaught entry in Explorer: Scout - What replaces it? (Based upon the text on p. 3 of Wk8 update, I suspect awarenes.)

One other niggle: the character sheet order for attributes isn't the same as the order in the book.

You'd be correct on Step 4, with the minor caveat that you can choose to "double up" on a skill if it's listed on both your Career and Specialization. For instance, a Hired Gun could take 1 rank in Melee as per his Career, and then a 2nd rank in Melee as per the Marauder Specialization. Also, a Twi'lek that took a free rank in Charm as their species bonus could take a 2nd rank as per the Colonist's list of career skills, but not a third from the Politico specialization, even though Charm is a bonus career skill. I've seen a few folks (not many, but a few) question if this was legal, especially given the XP savings involved (getting two ranks in a skill for what amounts to 10 XP instead of 15 XP).

For the Scout, the replacement skill would be Medicine, as FFG_Sam pretty much noted that the entry for Survivalist is erroneous, given they never had Surveillance as a bonus career skill in the first place.

Just a thought on the whole "characteristics vs skills" debate. I understand what folks mean in thinking "raise the attributes and you're better off than putting the points in skills". However, wouldn't having points in a given skill potentially offer the addition of Boost dice when using them? It would make more sense in my opinion to use them this way since having specific training or experience in a given skill would create an advantage over someone with just a high attribute. Sure, with the high attribute you're getting additional ability dice which ultimately leads to success, but the boost dice also have a couple success symbols along with 4 advantage symbols. Judging by the description of boost dice, this seems a very appropriate use for them. In which case, skill points not only add to your general dice pool in the normal way, but could also add to it using boost dice on top of the normal way…

Just curious what others think of this.

Never mind…I made this post at 4 in the morning after reading this entire thread in one sitting, I'm sorry. :)

As soon as I laid down to go to sleep I thought, " Wait a minute, that just makes the dice pool excessively large for one, and for two,skills are already rep'd by the upgrading of dice. Boost dice are just tiny bonuses from small situational things. As you all were. Please skip over my nonsense =P

djext1 said:

Never mind…I made this post at 4 in the morning after reading this entire thread in one sitting, I'm sorry. :)

As soon as I laid down to go to sleep I thought, " Wait a minute, that just makes the dice pool excessively large for one, and for two,skills are already rep'd by the upgrading of dice. Boost dice are just tiny bonuses from small situational things. As you all were. Please skip over my nonsense =P

Hey, it reminds me - the thing I liked least about WFRP3 was stance dice and swapping dice.

I'm none too fond of it in EotE, but it does keep the dice pool size down.