I think the question that really needs to be answered is which character creation method is recommended for new players. Are new players supposed to used the points only method or the modules?
I think that's a great question to ask.
I think Life Modules are intended for new players. They're supposed to be easy (you don't have to do any work, just write stuff down) and they're supposed to give you some canned back story without you knowing anything about the BT universe.
If the Module systems is intended for new players, then the math needs simplified
Agreed.
I'd either remove rebates, or make them intrinsic to the module cost so there's no steps to take as the player.
What are some other ideas to simplify the math? Again, it's hard for me to spot ideas, since I already perceive it as simple. But I acknowledge I'm biased due to immersion.
and the attribute allocation stream lined so that you don't have modules constantly adding and subtracting from stats during the creation method. Break it down to sections that don't need to be revisited during creation such as Attributes - Traits - Skills - Equipment. Once you are done with one section you shouldn't have to revisit it once the appropriate stats have been allocated.
I may be misunderstanding you here. With revisit, do you refer to the optimization step?
The philosophy of all the partial stuff is to do a few things:
- Nudge you in a certain direction
- Do so incrementally, so that you tend to get higher values when you overlap multiple times. This creates some inherency
- Ensure a player can still adjust the course of the ship later if the Modules impose stuff on him he disagrees with
You seem to be suggesting that a Module should add more solid increments, IE, a solid 100 XP every time a trait should be improved, no more, no less. Or -100 for the negatives.
Likewise for skills, just flat chunks of 10, 20, 30, etc, to align with the tables. (Ignoring Fast and Slow learner for a moment)
Am I right?
If the Points Only system is intended for new players, the instructions need expanded upon and it would be helpful for more sample characters to mimic from.
I could see some expanded instructions for PO. I'd be inclined to moving it up in order so you get that prior to modules. I still think modules provide more advantages to new players. If you want an efficient character, you might feel like you have to fully grasp how every Trait and Skill works in gameplay, and how combat works in order for you to achieve that goal. That's too big a burden for a new player, so Modules should be a "safe" way for them to get a valid and competent set of stats to pursue their goal as a player.
But parking it after PO might make that process seem easier to follow.
Sample characters: do you mean more Archetypes, or something else?
I'm sure there are people who can easily knock out a character with the current module system in a timely manner. My question for the community and why I make my arguments is "Are they the majority?" If they are then the system doesn't need changed.
Another great question.
I don't have an answer. I would agree that it's at the center of the debate.
I think it's hard to use the forums as a measuring device for that. As you note, it's the place where the invested players go, and much of the quality of the answer relies on how many casual players respond.
Meanwhile, sporadic anecdotes don't move the needle either.
So, I'm not quite sure what to do there to gain an answer. Thoughts?
Paul