My first nitpick really and someone can correct me if I am wrong but I have read over the character creation chapter fairly well. BUT I am legally blind so I can sometimes still derp and miss details like this
Droids especially can abuse this aspect of the system but what’s the point of putting a cap of 2 skill levels during character creation on any skill, if you can just bank the xp for use after character creation and dump them all into one or two skills to get a rank 4 or 5 in a few of them right at the start. Now my players are pretty stand up people and no one tends to min max in that way but several of them asked this question to me at one point or another while looking over the system. And while you can easily house rule and say you can only have 20 or less xp banked after character creation, it just seems like an open window for abuse. Granted it would balance out to a point by the fact they would only be good in a small area that they paid the price for right off the bat. However the point is, if you can do this what’s the point of having a skill cap of 2 during creation if you can just bypass it anyway.
My second nitpick really is obligation as a whole and how its explained to a degree. I like it, don’t get me wrong. It’s a good tool that forces most players to think of a disadvantage or character flaw that they might not normally have given themselves without much benefit. My real problem comes from that most players I see get confused on how much obligation you need to take at first. How much is this one worth over another sort of deal. I understand not all obligations is built equal but sometimes party size can be drastic from table to gaming table.
So lets take an example from the rules, my table has 5 people playing right now. I told everyone to take 5 obligation during creation because the starting job they are pulling is going to give them an additional 5 obligation putting everyone at 10 per person, the recommended value in table 2-2 on page 39. But let’s say I had only 3 players so everyone needs to have around 15 obligation each. Does that blackmail obligation or addiction obligation suddenly become that much worse for a character because its set to 15 obligation for that person or should each player take 3 obligations at the cost of 5 each and have the feel minor or smaller in some fashion?
Now I think I understand this as it’s a ratio based on the group size vs the numbers to keep them in line so the percentage chance for the party as a whole stays in roughly the same area for the chance to roll the obligation on the D100 chart. However I don’t think this aspect is explained very well and it can be confusing to new players especially when making a character for the first time. It doesn’t feel very intuitive because we associate a higher number with the fact that it means more of something usually. By natural thought a +15 obligation addiction should be much worse than a +5 obligation towards it. But if were just talking a ratio on the D100 chart then really that +5 and +15 mean the same thing if you’re talking a group of 3 people vs a group of 6 people at the table. But basically I am assuming that’s the point though it’s badly explained, in my opinion at least. Choosing an obligation and its cost is based on the player base. So 3 players it costs 15 to take any obligation at the start always and with 6 players they all cost 5. However when you try to purchase extra obligation and your suddenly only taking 5 or 10 extra obligation for another choice, this leads to more confusion in the 3 man party that has spent 15 obligation on one choice already.
I mean correct me if I am wrong in my logic here on this, or explain it to me better so I can explain it to my players with better logic. But if were going by how its stated in the book as it is currently printed, obligation feels just a little vague on this area under its explanation. I have had 3 out of my 6 players ask me this questions in various ways, all of them seem confused on what numeric value you assign obligation.