I really wanted to like v2 but...

Some well explained critique, and I have my own two cents, although some of it isn't entirely in agreement with the original post:

  1. I can't speak much for the theme/appropriateness of the font, but I am very thankful for a font that is both clearer and easier to read - compared to early V1 editions where you needed a magnifying glass/zoom function on the PDF to read the tiny letters clearly. 2-4. Not much I can elaborate on.
  2. The contradictory wording is an issue, and what form the characters tager takes is, in fact extremely important - especially if that character wants a Nightmare or other symbiont that relies on the Tager: Exceptional asset (if they're reintroduced). There should be a note to consider saving at least some of a characters SDP/starting experience for important assets - like the Tager and Tager: Exceptional assets, if a player really wants them for their character. 6-7. I'm also not much of a fan for 'canned' backgrounds which are fully mandatory with no room for quirks or exceptions to the rule. For jobs it makes a little more sense, but there's very little freedom or flexibility that makes this part feel more like a chore than any defining activity.
  3. Assets and Drawbacks are quick, concise and you have a relativey good idea of which one is good and which one is bad - from a themeatic and mechanical standpoint. 9-11. SDP definitely need to be more clear as to what they are - I would personally be I afraid to use the term 'experiences' same vein as Chronicles of Darkness - I am also more in favour of having a general pool to draw from for advancing a character (or symbiont) rather than having to juggle multiple different pools and terms. Less is more and being clear and concise will be more appreciated than being too clever - especially if it bogs everything down with the minutia. Secondary skills feel like they would bog things down more than they would benefit or entertain.
  4. I personally don't mind the revised action points system, as what's been laid down so far provides a very clear and concise image of what your characters can and can't do in the time given them. It s more restrictive I'll grant, but it allows for 'eyeballing' more free form actions and the chart provides a decent yardstick for the effort involved in specific actions. 13-16. More minutia and dreaded maths which will bog down things even more. Passive bonuses should be like they were in V1 (+1 for every 2 in a given stat) as its far easier to work with than the current formulas, which make me feel like I'm back in 6th grade maths. Talents are more needless minutia that could just as easily be described as Assets that can only be gained with experience purchases and in-story development. If these MUST be included, I feel they should have a clear requirement for whatever stat they represent, and either are automatically available once the criteria are met, or require a flat rate experience investment. 17-18. I'm in agreement that the main features of the character are the First things that come to mind - not the last, and should be defined by race, history, occupation and skills - more defined details can be drawn directly from all of these and should be worked out immediately after customizing their Tager form/ special abilities (such as sorceries or para-psychic powers once those come out). The numbers can wait until after that. Gear should similarly be included with the number crunching, as it will b Elmore pertinent to know exactly what numbers, and how many/big or small might be added as a benefit (or penalty, depending).
  5. If a player is going out of their way for the Exceptional Tagers, then those should be made to feel like they are worth the investment. An initial bump in overt power wouldn't be amiss, as the character has higher requirements, and had to dedicate more of their starting experiences/whatever to get that extra-special snowflake beginning. I haven't been able to review the free form rules in detail, but the end result - numbers wise, should have identical power regardless if a person was using the big tonka brick, premade packages, or took the time to customize their own characteristics. The difference should be 'easy to build with' vs 'creative freedom' - not a measurable difference in power.

Overall I am in favour of streamlining things wherever possible, and a lot of the small details feel like they would bog things down far more than would be justified for character creation (to say nothing of actual play situations where you might never reference or use those minutes stats anyways). If in doubt, try to Keep It Simple, Silly.

/r/cthulhutech Thread