cheeplives wrote:
There are options for both. You can run it with Specialties (which are basically skills) or you can dump them and use an "Experience" stat that is a bonus to all rolls that fall under your character's Profession.
The second option sounds very interesting to me, for a number of reasons -- not least of which is that putting together new characters for a new system with new players can be a huge time-sink under traditional skill-driven systems.
Players, understandably, tend to fuss over every last skill point in trying to create a viable character which mirrors their concept, quizzing the GM on "How does this skill work in game?" or "What does this skill mean?"
You can literally lose the first two sessions on character generation alone, under certain game systems.
So, any chargen options for Star Siege which facilitate creating the characters players want, and getting those characters into the action more quickly, definitely piques my interest.
The best way to show players why a new game is cool, is to throw them headlong into the fun, as quickly as possible.
So, I like the abstracted skills option. It also seems more C&C-like, from where I'm standing. Characters have broad areas of special ability, and a single roll addresses everything within those areas.
My main fear with Star Siege, as I've said before, is that it will lack the streamlined nature inherent in C&C, and the SIEGE engine, and fall prey to "game mechanics overload" like so many other SF rpgs I've bought but never used.
This latest revelation suggests that my fears may be groundless. I certainly hope so. I want to like Star Siege the same way that I like Castles & Crusades.
Good luck with the deadline doom, Cheeplives. Know that I do absolutely appreciate all the effort you're putting in with Star Siege.
TheNewGuy
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"But if your hand touches metal, I swear by my pretty floral bonnet, I will end you"