In the effort to do something productive, I'm going to try making a pretty thorough post of all the main parts of the Character Creation Chapter and list the issues and concerns that I have, and also edit in the concerns I see of other people so that there is a main document for it. I'll try to add in agreements and disagreements about points as well so that people can reference the gist of what's been said so far.
Other General Concerns:
1) The entire distribution of the aptitudes may need some work. Some examples include the assassin. Does anyone have any other examples?
2) SublimeShadow is suggesting having a framework for "Create your own character options", although this would preclude having unique abilities for every choice
Another option is starting with a few aptitudes and picking the rest
3) Lots of people miss having choices with options, or options than benefit one thing and hurt another.
4) Aptitudes are not equal to each other in terms of scope (Finesse/Fieldcraft vs. Offense/Leadership)
Some players don't feel that this is an issue
5) Some people don't like having randomness in character creation (myself included) while others do. The best argument I've seen in favor of it is that players may feel more connection to a rolled up character rather than a point-bought one. I don't know that I think that merits making random rolling the default choice, though.
Homeworlds
General Concerns
1) I personally think that rolling for starting Fate Points should be done away with. The differences in starting totals are not balanced by anything in the game and I don't think that the narrative justification is very important.
This has gotten support from some members of the forum
Maybe the special ability of Shrine Worlders could be to have an extra Fate Point?
Maybe the entire group starts with the same amount of Fate Points, based on a roll or set "Pulpiness value?"
2) Due to the different aptitudes that a starting character can end up with, the xp values of their starting talents and skills can differ, introducing xp imbalance to begin with. Yes, we've had this argument before, and I still stand by the fact that if you run on the assumption that all skills are equal to each other and all talents are equal to each other, then having players start with different xp values of them is unbalanced.
*As a counter to this, the differing xp rates seem impossible to balance with the current structure of the system and may not vary by much anyway. (I'll try to run the numbers on this)
3) A lot of the special abilities are non-unique (just allowing an extra talent or skill), and are thus both boring and potentially worth different things based on aptitudes and xp cost.
4) Some of the skills listed for homeworlds are specialist skills but do not list a specialty/ability to choose. Does anyone have a list of these?
Feral Worlds :
Non-Unique special ability
2.8 Fate Points (Base number of Fate Points + the odds of getting another)
12 Wounds (Base Wounds plus an average d5 roll of 3)
Forge World:
Non-Unique special Ability
3.3 Fate Points
11 Wounds
Highborn:
Nice, always able to be used Talent
4.1 Fate Points
12 Wounds (Wow, just as hardy as a Feral Worlder!)
Hive World:
Weird hybrid non-unique special ability and bad other half (very rare to be charmed by NPCs)
2.2 Fate Points (Even less Fate Points than a Feral Worlder)
11 Wounds (And less wounds!)
Shrine World:
Nice unique special ability that is always able to be used
3.5 Fate Points
10 Wounds
Voidborn:
At least the low-gravity ability is gone. Non-unique special ability
3.8 Fate Points
10 Wounds
Backgrounds
General Concerns:
1) There is again a possible issue with starting skills/talents having differing xp values
2) There is a paucity of weapon talents for starting characters. There is some debate over just having universal weapon training or eliminating training altogether. Maybe it would be better to have each character able to use all non-exotic weapons without penalty and have weapon training add a specialty for weapons (e.g. Bonus to reloading, additional damage, better chance to hit) Maybe also tie other talents that affect weapon use into only allowing you to use them for weapons you have the specialty in.
Administratum
5 Skills
1 Talent
1) People seem to agree that having a "Gone Postal" Administratum clerk should be an official part of 40K cannon.
Arbites
5 Skills
1 Talent
1) Really? Arbites have to choose between shock and SP talents?
Telepathica
5 Skills
1 Talent
1)Again you have the issue of not allowing Guardsmen Psykers or sanctioned psykers from other backgrounds. Just package the Sanctioned trait with the Psyker Advance.
2)Why would a non-psyker ever pick this background?
Mechanicus
5 Skills
2 Talents (Wait, suddenly they get two talents?)
Ministorum
5 Skills
1 or 2 Talents (Unclear Wording on how many you get)
Guard
5 Skills
2 Talents
1) The special ability is limited to lasguns only? Boring.
Outcast
4 Skills
1-3 Skills (The wording on this is really unclear)
1) The fatigue ability for this sucks, especially given the reversion back to Only War fatigue rules.
Roles
General Concerns
1) Once again, the talents may have differing xp values.
2) The special abilities really differ in power, flavor, and how they are meant to define the role.
Assassin
Wow, a straight up additional damage ability. Combat based and seems powerful. Makes thematic sense for the assassin wanting to do a coup-de-grace/pick off the enemies closest to death
Chirurgeon
The ability lets them re-roll a single subset use of the medicae skill without cost. This is pretty weak. Why not just let them spend a fate point to automatically succeed at the test, or even just say that they never get less than 1 degree of success on a First Aid test. Make it more flavorful.
Desperado
So is the whole theme of the desperado meant to be dual-wielding. Not a very flavorful ability.
Hierophant
Spend a fate point for automatic success on social tests. Really powerful. Really really powerful.
Mystic
This role gives a baseline value of 300xp for each of the special abilities, given the cost for the psyker elite advance.
1) Does there really need to be a special psyker role? I have the feeling that FFG is looking at this like a psyker is just plain better than any average human, and that the need to buy a bunch of extra powers rather than other talents and the risk of perils of the warp don't act as a big enough balance to the psyker's power.
Some members like the ability to play unsanctioned psykers easily. However, there is agreement that Sanctioning should be a purchaseable trait. Maybe include the sanctioned trait with the psyker trait for Mystics? Or maybe include sanctioning for every background that makes sense (Guard, Telepathica, Administratum)? None of the other backgrounds seems like they'd employ psykers.
2)It seems kind of boring to have psykers who want to play like the vast majority of psykers in other games be so restricted for background and role.
Sage
Another automatic success for Fate Point talent. Flavorful for the sage being THE scholar of the group.
Seeker
Another automatic success for Fate Point talent. Maybe all of the roles should just have this special ability and differ in what skills they can automatically succe
Warrior
This ability has the potential to inflict major damage and make warriors into combat monsters.
Aptitudes
1) Having to look back and forth between a bunch of tables when using aptitudes is a bit of a pain in the ass and doesn't lend itself to smooth character creation/gameplay.
Divinations
Really? A chance roll on the d100 can seriously improve your character or seriously screw him up? Great.
*Some players like having these, although it may be good to make them optional.
Edited by Nimsim