Lynata each Role listed an XP cost modifier for every Characteristic and Skill. The result was a table much like an Advance Scheme from DH1e, except the Role table covered every Characteristic and Skill in the system, and listed the XP costs for characters with that Role all the way from CharGen to retirement.
Now I'm confused (once again). Why would the table list a modifier rather than the actual cost right away? That makes it sound as if the final cost would be modified by something else (Backgrounds? Racial bonuses?) - which the player would then have to look again anyways, with the potential of considerable changes to the end result, making the table look misleading.
Other than that it sounds pretty much like a hybrid between the old Advance Schemes and the new system in that it (I assume) gave up on requiring Ranks to unlock stuff or various Skills and Talents being entirely unavailable, rather making everything available from the start.
Is that update still online somewhere? I have a feeling I might understand it better if I have it in front of me.
In regards to the "laser focus", I think this ought to depend on the specific background. I have no problem with massive differences in XP cost if it fits to the character in question, just like I'd hope that there were "Jacks of all Trades" who would have an easy time getting a bit of everything, all depending on their Role. Huge XP cost differences, in my opinion, are not only a reflection of role focus, but also a reflection of the setting favoring characters whose development is hampered by their origins. A Hive ganger growing up in the streets and tunnels of Necromunda will have a ridiculously hard time learning skills that have to do with survival in the wilderness, and a Schola graduate growing up surrounded by fascist indoctrination and religious zeal may have much more difficulty wrapping their head around the concept of bartering than a Feral worlder.
In this respect, I think x5 multipliers are "just right" in reflecting the massive discrepancy, compared to just x3, which I'd consider suitable for someone who has at least a basic grasp of some aspects of the new Skill/Talent they want to learn. The only thing I would re-think is whether or not such things are accurately reflected by the choice of Aptitudes that ultimately ended up being in this system. Or, alternatively, if this could be simplified somehow - such as basically throwing all the Aptitudes together into categories such as, say, "Combat", "Social", "Knowledge", "Physical" and "Mental" (all featuring simple XP-cost modifiers for each class), augmented by Role-specific bonuses or even exclusive Talents/Abilities.
Just off the top of my head, mind you. There's a ton of possible ways to approach this. My group is about to start Black Crusade and I really like how it works with the 4 Chaos Gods there.
As for the Talent Trees ... sounds like a great concept as far as I'm concerned, but way too limiting because too much ended up being in there. It should not go deeper than, say, 3 levels imo.
What I think I'd like to do, though, is to link Talents to Characteristics in a similar sort of way as how Talents and Aptitudes are linked in DH2e.
You mean that Skill and Talent costs are derived from Characteristics? Such as, for example, having a Fellowship of 47 would mean you get to divide the cost of Air of Authority by factor 4, and having Strength 52 means you get to divide the cost of Bulging Biceps by 5?
Or more like multiple Characteristics "unlocking" a discount for Skills and Talents when you've reached a certain Threshold, such as raising both Perception and Ballistic Skill above 30 means you get Deadeye Shot a bit cheaper, and if you go above 50 you pay even less?
I think this could be a cool idea.
Edited by Lynata, 22 May 2014 - 07:43 AM.