Two separate issues. Qualification for a preferred career and the # of skills acquired.
Qualification
Red Bart said:
A quick glance through the books shows that most qualification rolls are about 7+
Captain Jonah said:
Most of the careers in the main rules are 5+, even without a stat bonus you need to be unlucky or a bad dice roller to fail the qualify.
While certain career books will vary, in the core rulebook 5 of the 12 careers have a qual target of 6 with nobles being higher. 4 careers have a target of 5. Merchant is 4. And Drifter is auto.
You can rearrange characteristics or pick a career suited to the characteristics as rolled so the DM for the first career you try to qual for should not be negative.
With a target of 6 and an average characteristic (no die mod) there is about 27% chance of failure. So in a group of four players you could expect one of their characters to fail their first qual. Perhaps not quite as terrible as "red" makes it out to be but certainly not a rarity of unlucky rolling.
With a +1 DM, or a career with a 5 as a target and no DM, the chance of failure goes down to around 16%. Now we are near 1 out of 6 players characters failing their qual roll. To me, still not a rare occurrence.
The game does have some alternate chargen rules. How about Select Career being another one. If someone has an idea of the type of character they wish to run, I'd allow selecting a career and not needing a qual roll. It's a game. Lets have fun. After all, What is the random roll for? To simulate chances of getting into a career? I think the roll is mostly random with just a small DM to reflect the more realistic ability of getting into a career. For example, one of those careers with a 5 as a target and one person has a +1 DM and another has no DM. All other things being equal and the person who is better qualified only has a 11% better chance of getting in?
Skills
Red Bart said:
If I read the replies correct then it probably makes sense to have more than the recommended three terms though. Maybe I'll reduce the length of the terms to 3 years and allow continuing of a career until retirement (like CosmicGamer suggests), with a minimum of four terms.
I, and many others, have been happy with the number of skills that characters end up with.
With connection skills the characters can become level 2 in whatever main skill the player may have envisioned for the character or round out their skills.
Some suggestions though if a more skilled chargen is your thing.
- add more connection skills. I'd suggest one per term.
- add more skills to the skill package (#1)
- give basic training skills out at level 1. Although this causes a bit of imbalance to the average number of skills per term.
- increase the number of events per term
- you get one skill per term no matter if you pass or fail survival. get an additional skill roll if you don't have a mishap
- allow those with a high Int or Edu a roll for a chance to gain an additional skill during a term
- have characters go to college or vocational school prior to starting their career
(#1) Personally I don't like the skill packages. While I understand why it is there, so that characters get at least the minimum skills needed for a campaign, It just doesn't sit well with me how it is implemented. Characters magically gaining skills at the end of chargen; skills possibly not related to their career or any event. For me, we discuss what type of game we are going to play ahead of time and the careers and connection skills selected usually will cover any skill package need. Additional connection skills can supplement any deficiency and they provide a story verses just handing out skills from a package.
EDIT: For your consideration: If you have a detailed comment regarding any of the specific suggestions above it might warrant it's own thread and more detailed discussion.