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Character creation troubles

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pd336819 pd336819's picture
Character creation troubles
Hey all, I'm going to GM'ing a game, and had my players come in to do a character creation session. Unfortunately, it ended up taking about 4 hours with everyone leaving more confused that when they came in. I'm afraid that 1) They're not going to understand they're characters or will have picked the wrong skills for what they want or 2) lose interest in the game completely. Is there anything I can do?
athanasius athanasius's picture
1) Ask them to say you what
1) Ask them to say you what they want be and create your version of the character, this make simple to assign right skill and stats, then describe the character to the player. I have done this to players for tounments and it work! Don't let them to overpower too much or give them equally overpowered characters: no more than 2 skill at 60 work for specialized characters in my game. 2) Sorry, it's the most difficult! If they like the setting tune it to them, if they like D&D play sorry, it's not their game... The GM can tune the setting but players must have the idea of what their character is and have fun to play it, else... no fun no game.
CodeBreaker CodeBreaker's picture
Know that you are not alone
Know that you are not alone in this. Character creation is Eclipse Phases weakest point, by a fair margin. Almost everyone I have ever played with has had an extremely difficult time on their first go around. It does get easier though. The actual system in play is much, much simpler. So, what can you do to counter this? First, do you happen to have the characters on hand? I would be happy to have a look over them to make sure that they aren't lacking anything that would prevent them shining in their role. Second, have you looked at the character creation excel sheet that we have? It does all the number crunching for you, and changes character creation from a 4 hour ordeal into a 30 minute joy. It helps so much. This doesn't really help you now, what with you having already done character creation already. https://sites.google.com/site/eclipsephases/home/cabinet That page has the download link. Third, you might want to consider using the pre-generated characters. They are definitely not the best optimized characters ever, but they are definitely functional. You can fairly easily file off the names/descriptions on them.
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nezumi.hebereke nezumi.hebereke's picture
I second Codebreaker's
I second Codebreaker's recommendation. I haven't used the book's chargen method for so long, I honestly can't remember how to do it. Use his spreadsheet. Yes, chargen sucks in EP. MOST of the sample characters are well-balanced, but a few are definitely not (the DA Mercenary shows how overpowering starting characters can be, and the poor octomorph scavenger is just useless). I also let my players tweak their characters for a few missions afterwards for no penalty.
Lalande21185 Lalande21185's picture
Mercurial Scavengers are Awesome!
nezumi.hebereke wrote:
Yes, chargen sucks in EP. MOST of the sample characters are well-balanced, but a few are definitely not (the DA Mercenary shows how overpowering starting characters can be, and the poor octomorph scavenger is just useless).
Wait, do you mean the Mercurial Scavenger? That's one of the best sample characters: Half Solid Snake, half Indian Jones, all octopus!
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Coleman Coleman's picture
I'd like to know how many CP
I'd like to know how many CP you give your players for starting their characters. The book proposes 1000cp but i really can't believe it, we started with 800 and we were killing-machines, with lots of 60+ abilities and knowledges, best morphs (like remades), full of gear and all the rest. I suppose a 700 (considered the limit of 300+400 lowred to 275+375) should be enough. And you still can use negative traits to buy your Fury!
Wintermaster Wintermaster's picture
Meow
I personally got wondering a bit when someone asked just what the 'caps' are at character creation. I recall the attribute caps (30, 40 with morph bonuses etc, or the trait possibly), but then I got to thinking about what the caps are for skills at the start. I am not exactly sure, I should re-check but I didn't spot them on a quick glance. I believe I've seen them before (and I generally prefer to make characters with maximum skill of 60 at start, 70 with a specialist maybe), but I can't seem to find them now. Also, skill at 60, buying specialty (to raise it to 70 in one matter) costs 5 points? Definitely a good investment at that point. Unless it too, past 60, only gives half as much. Specialty 5 points giving 5 ranks, perhaps? Ah well, mostly minor side things, but since the question about character creation was out there, I thought I'd ask my own share of little 'duh' moment, and hope the more experienced ones will remind the newcomer.
"Yes I am new here. We were all new once, and I aim to learn fast, I only ask that you have a little patience when dealing with me. Thank you."
Decimator Decimator's picture
At character creation, the
At character creation, the skill cap is 80. However, raising skills higher than 60 costs 2 CP per skill point. The "Expert" trait allows you to raise a single skill to 90 during character creation. You still have to pay for those skill points. A specialization allows you to a treat a skill as ten higher for 5 points, but only for that specific specialization.
Wintermaster Wintermaster's picture
Thanks, Decimator. It was
Thanks, Decimator. It was that limit of 80 that I was looking for, wasn't sure what it was in the end. Though the expert trait should have been a good spot for me to look for that detail. Wasn't sure if the Specialisation's full effect followed past 60 either (where the price rose) but if so, well not going to complain, certainly.
"Yes I am new here. We were all new once, and I aim to learn fast, I only ask that you have a little patience when dealing with me. Thank you."
Quincey Forder Quincey Forder's picture
a working method
When you create a new character, first thing first, write his background, it'll give you the backbone to the crunch part. That done, on a spare paper, write the concept of your characte, then what should somebody with that occupation should posses to strive, or at least survive, and the Big Mendatories, as I call them -Perception, Research, Fray and Networking. depending of his concept his score could vary a lot especially if he requires several skills with above average score people with skills above 55 aren't the average joe. They are specialist, chief etc 70 are doctorate level, more or less 80 are professors, renown searchers etc. Lt Commander Ashley Williams would have kinetic weapons at 80~85 90...is borderline posthuman in effectiveness Some one like the Mentalist would have 90 in kinesics, for example. And Garrus Vakarian would have Kinetic Weapon at 85~90 Don't think in terms of number, at first write the skills your character need, and how good he needs to be then writes what he studied (Academics), or probably learned on the field (Profession) and finally what he likes (Interest) when you get that done, give the score accrding to the adjective you gave this or that skill, and dot the skills you need. Don't worry about the requistes, you can always fix that later if needed be Look at the attached attribute to the skill you dotted, they'll give you the one to pay much mind to when dealing out the Free Points. But sacrifice might be necerarry, or CP could be spent after this step, but attribute extra point has a steep price, CP wise, and stuff you need to get with those points might be rendered unpurchasable (if that's actually a word) because you spend too much in Attribute boost copy the bases score in the corresponding skills that you dotted, that's this less points you need to pay to reach the desired level of competence. Keep track of the points spent and where they were spent. Then think about the Rep score.the Free points in rep gave you the bases, who you are. the CP in rep is what you did and do. the favors you owe and what others owe to you. Now, get the core gear needed by your character's concept. Also start to think to a morph, but don't buy it yet. Write it down on your spare paper and how much CP it cost do the balance of the CP spent, and the amount of Active and Knowledge skills. You have the core of your character, now flesh it up with additional skills, gear and trait roughly, it should take you between 45 minutes and a hour, after you get your background written
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NewAgeOfPower NewAgeOfPower's picture
My players each took at least
My players each took at least 4 hours to make their characters. Creation was grueling.
As mind to body, so soul to spirit. As death to the mortal man, so failure to the immortal. Such is the price of all ambition.
Quincey Forder Quincey Forder's picture
practice, practice, practice
I'd recommand you to create several characters by yourself 1. it gives you a certain 'mailage' and you become more and more familiar with the creation system 2. it makes a good stack of pre-gen characters occasional players can pick up create them by themes, by settings explore, do the Scum thing and be crazy make tough character to create, like uplift, AGI, asyncs They'll be good exotic NPCs. One of them that I create always walk with a fork of his Async Lost sister ghost-riding a swarm cat. reminds you of somebody? sadly the file was lost in a HDD crash last year. After a few, it'll start becoming really fun as you can explore deeper in the creation system, and see what makes it thick, adapt character from movies, series, anime etc with real ease The toughest part, I'll admit, is the derivated attritube like DR, LUC,TT, WT, INIT etc soon enough they become reflexive. You write your WIL, and right away calculate the Luc, IR, and TT Ditto with the morph. Once you get the DUR, the rest just flows at the back of the corebook you have all the tables
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Lalande21185 Lalande21185's picture
Response to Coleman and thoughts on sample characters
@Coleman I am not sure what you are trying to accomplish by reducing the number of points at chargen: reducing points won't hurt the combat monster build as much as it hurts all the other builds and smart players will be more likely to make combat monsters than other character types not less. @Everyone Thinking further about nezumi.hebereke's comment above: If you are going to use the sample characters (which I heartily recommend, I love the sample characters), don't just sit down and start play with them. Instead take the time to go through and figure out how they work mechanically. Each of the sample characters have different strengths and weaknesses (many of them non-obvious) and are suited to different play strategies. If the players don't know which strategy to use for their characters in advance, they will likely choose a suboptimal strategy or a character that matches poorly with their chosen strategy and be disappointed with the character/game (which is the reason, I'm guessing, that the Mercurial Scavenger was so unfairly maligned :( ). Also, once you figure out how some of the sample characters work in play, you will find it much easier and faster to create a character that works mechanically.
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