Everything you spend Character Points on, that is skills, Talents, Combat Moves, and Spells. That seems to be a bit much for all in one section.
How about, if I include a couple of new Talents. One for learning Spells, one for learning Combat Moves. Have them be listed as "Trainable" and the cost as "varies", and then the specific Talent can refer players to the proper section.
Do you think that might work?
Hmm, what I meant to say was to perhaps put a small paragraph somewhere at the beginning of the character creation section with page numbers to everything they can spend CPs on, so they know what all of their options are, and where everything can be found in the PDF. This is the page that they will keep their finger in while they are looking at the more in depth sections that have all of the Combat Moves, Skills, Spells, and Talents listed.
I'm not sure if I like the new Talents idea or not... Huh. I liked that you used Talents for Languages though. My concern is that Talents for buying spells and combat moves would further confuse the issue... "Are they Talents, or are they Combat Moves, or are they Spells?"
I'm not sure I like the Talents idea...
What I pictured was something simple like this:
Spending Character Points"You have 30 Character Points (CPs) to spend on a variety of exciting options for your character. You can spend CPs to buy Combat Moves (Page W), Skills (Page X), Spells (Page Y), and Talents (Page Z). Please see the pages listed above for a more in depth treatise of your options."
You could briefly discuss and define what each option is, or just leave it at that, and have them check the relevant sections that have all the information. It would probably be good to have a cursory description though, so when they read it later there is an, "Oh, that's right, I read what they were before." kind of moment. That with a step by step character creation example I think would do wonders for the game. I was just reading Chaosium's Runequest II, and they had a step by step example character as you went through the steps, and it seemed to help show more of the "Spirit" of the game that I talked about before. I think some people just need a good example to finally grasp what it is that the game is trying to do, and the way in which it does it.
So yeah, they said have two types of coins or three at the most, and not five different kinds.
Will consider -- but I would like to point out that many of them are coming from a D&D background, so that may be coloring their perceptions as well.
That is exactly why they want less coins, and again because, "accounting isn't fun."
If we increase the base speed per AP, then we can allow negative modifiers to affect movement (i.e. you cannot have somebody who moved -1 foot per AP). And I think they affect DEF -- will double-check to be sure).
Yes, like I said they thought the movement should increase per AP from what it is currently listed in the racial information. I thought there at least two or three mentions of how negative stats didn't affect something, I thought DEF was another one that the Negative Speed stat didn't affect... let's see...
Defense (DEF)
This is the Target Number that an attacker must equal or
beat in order to make a physical attack against a character. Your
character's Base DEF is equal to 15 + your character's Speed
Stat Bonus + 1/2 of your character's level (rounded up). A
negative Speed Stat Bonus is always treated as if it were a zero.
Yeah, they thought that having a negative Speed SHOULD affect how easily you get hit. If you are slower than someone else, you should get hit (or at least that was the feeling from everyone at my table).
Saves are + Level. Character Points are "15 + 1/2 level", but I have been considering dropping that, and putting it back in later as an option. 15 CP per level seems like plenty to me and with the increasing costs, that means slower dev at higher levels, and it also means longer until they reach the rank caps (which I have also been considering increasing by 50% - 100%)
Having it as a static number would be simpler, and it is easier to remember. I like it. You get 30 CPs at 1st level and 15 every additional level. I like it.
The players also mentioned having 6 pregenerated characters in the back to use as NPCs and so that they could also be used by players that just wanted to sit down for a 1-shot.
First level Characters?
Yeah, I would think 6 1st level characters would be a great addition to the game, since most games will start out at 1st level (especially with it being a new game). If you name these characters, you could then use them as examples throughout the text.
Hmm... not so sure about this, BUT one thing that I could do is to perhaps create that master skill list they wanted, and perhaps put it and a couple of other lists (talents, combat Moves, spells, etc.) in the beginning of the spending CP section, and then point folks to the proper section accordingly for a more detailed description.
If there was a table with all of the Combat Moves, Skills, Spells, and Talents, and their costs, that would be a very helpful table. If there was a page reference, or a brief summary for what they do, that might be good as well (if that is feasible). The Master Skill List would be a great addition as well.
Perhaps putting in the Talent description which class and race gets the Talents...
Ouch, that might be too much.... Is this another thing that d20 does with Feats? Are they simply spoiled by not remember what their character already has?
Remember, I am trying to balance against keeping the product as small as possible.
It might be too much to ask for, but it also makes it easy for a GM to look at the Talents section and see which Classes get which Talents for free, as well as be a helpful reminders to players what classes get which ones. You could perhaps make this a free download if you don't want to put it in the PDF. It could be a table of all of the talents, and which Classes get them for free. Maybe another free download of what skills each Class gets as well (but I don't think many people would actually need or want that). I don't think D20 does this, but I'm not familiar with 4th Edition.
Let's see what everybody else has to say about putting the Stats in alphabetical order (though I would still prefer to keep the physical stats separate from the mental ones (4 of each)).
I think the breakdown of physical and mental stats is a hold out from Rolemaster that doesn't really need to be there. If you still want to have the Physical Stats first followed by the Mental Stats, then I suggest putting the Physical Stats in order, and then putting the Mental Stats in order alphabetically.
They liked Boons, but they were worried they might be overpowered, or maybe they were just unused to having that much control over what happened in combat. I think it will grow on them though. They did say that they seemed to happen more often than they thought they would. It was also interesting to note that Snags didn't always mean that you failed at the dice roll attempted.
You were doing them at 10 points over TN, correct? Remember, every 5 points we discovered was too often..
Yes, we were using 10 over the TN for Boons, and 10 under the TN for Snags, and both happened fairly frequently throughout the night. I'm not saying it is a bad thing, it was just something we didn't think would happen as often as it would. It was more comparing what we expected with what actually happened when we played it. It showed to me that experience with a system definitely has its place, as compared to just reading through the rules.