phantomdoodler
Mongoose
Now dont get me wrong - I am loving the new/old lonewolf. However, my main concern is that other than what class you pick, what you roll for CS and EP, and what 5 disciplines you start with, thats pretty much it for variety. By 10th rank, all characters of each class will be very similiar, with the only difference being CS and EP. Without getting to complicated, does there need to be a way of making characters more varied? Havnt run the game yet, so I dont know what its like for the players and if they feel they have enough choice. I am used to players who like to come up with interesting character concepts, so I am not sure if the simplified character gen would work out ok.
My initial thoughts would be to offer different backgrounds, probably randomly determined, which provide bonuses. Something like:
Farmer: gain a +2 Bonus for any tests involving animal handling, weather lore, growing crops and carpentry.
Noble: gain a +2 Bonus for any tests involving noble pursuits, such as heraldry, courtly dancing and hawking.
Artisan: gain a +2 Bonus for any tests involving haggling, running a business, and one specific trade
My initial thoughts would be to offer different backgrounds, probably randomly determined, which provide bonuses. Something like:
Farmer: gain a +2 Bonus for any tests involving animal handling, weather lore, growing crops and carpentry.
Noble: gain a +2 Bonus for any tests involving noble pursuits, such as heraldry, courtly dancing and hawking.
Artisan: gain a +2 Bonus for any tests involving haggling, running a business, and one specific trade