I'm looking to get some of my friends to play this game, but they're concerned about its reputation for being relatively complicated, I have a few things I'm planing on doing to alleviate this, but I'm wondering if y'all have any input on things like this.
The things I'm planing on doing:
- Trying to get them started with less complicated characters; probably companions that aren't too old or elder apprentices (I would mostly like to avoid having them pick 120levels of spells, this has always been the longest part of chargen for me)
- Working out a couple arrays for them to use for allocating xp for arts(focusing on 2 or 3)
- Core book only (for their options, obviously I'm going to use some material from apprentices if they're down)
- Perhaps(especially if they want to play the apprentices) limiting the number of virtues and flaws to 3-5
- encourage players to pick arts other than vim and mentem, and probably imaginem as well, just because they are, in my experience anyway, the ones that require the most system mastery to make use of
The last thing I've been messing around with the last couple days is removing characteristics entirely, obviously you can just do this and most things will be fine if a bit more challenging, but to maintain broad compatibility with the line, you can get pretty close by just dropping the ability xp by rank multiplier from 5 to 4. Anyway there's a couple subsequent changes you have to make doing this that Ive come across:
- changing the xp/yr and childhood to be dividable by 4(simple enough, 16 and 48 respectively, ~7% increases in average skill totals, but we're behind by ~5× that from the first change anyway and this only applies at chargen so I'm not worried)
- Increase max skill by age guideline by 1(I'm aware this is somewhat controversial, I've used it as a guideline for making npcs off the cuff before though, and id like to continue doing that)(for reference the thing i do is take 1 off the max(so with the change ill take 2 off), and assign this to the npc and record that number, add 2 for stuff theyre good at subtract 2 for stuff theyre bad at, use 0 if theyre hopeless, it works alright enough)
- changing initiative (probably will just have everybody roll the skill for what they're doing(default awareness)+weapon mod, pathfinder 2e style)
- Determining book quality, probably just use 3+teaching rather than 6+com
- characteristic increasing rituals, I'm probably just going to let these die, I don't expect to miss them, especially if starting characters are apprentices
There's some weirdness with this, like you have to actually spend xp to get some basic skill totals, but I think skills are mostly more flavorful than characteristics and in many cases you had to do that anyway, technically if you make a guy thats like, hyper specialized(skill total of 8 or more ignoring specialties and virtues) you actually come out a bit ahead on xp compared to the base game, but like, this guy is probably then behind on his other skills, and if anyone in this group is a power gamer its me, so im not worried about it.
Also, I don't really want to spark a big debate about whether or not you think removing characteristics is a good idea, there's a thread from 2016 about that. If you must know my reasons, it removes an entire step from character creation (where new players have to aquatint themselves with what the stats do, don't forget about that) and it removes a similar step in play (most times theres a skill check) where I have to adjudicate about which one is appropriate