The one thing that I'm struggling with in WFRP 3.0 after a couple of reads through of the rules and a read of the errata is characteristic upgrades. The errata makes clear that the maximum a primary characteristic can be raised to in career progression is 6, based on the limit of open career advance slots in the career sheet. Likewise the maximum other charactersitics can be raised to is 4, because there are 5 boxes in the non-career advance track. A bit of a come down from the mooted 8+ characteristic dice mentioned in the core book (p14) but I suppose that was a reference to inhuman foes or players boosted to superhuman levels by spells, artefacts and the like.
Here's where I struggle:
- so a dwarf starts character creation by default tougher and stronger than a human or elf, but these advantages are fleeting because he will end up capped at the same point? Indeed if the human applied their larger starting pool of creation points to these characteristics they'd have the same stats and only be 1 creation point worse off than the dwarf or elf during the point allocation phase, and we haven't even started playing yet. I can understand the desire to kill off the "naked dwarf" problem from WFRP but this seems to erode the characteristic differences between the races completely.
- if you want to increase a primary characteristic during a career you're effectively wrecking it since you end up with none of the actual unique advantages the career offers, they're all squeezed out by the stat advance. Yet you can blithely spend 10 advances advancing 2 non-primary stats without difficulty if you're willing to dawdle through the career or refuse to switch at the end of it. Most characters can dance around this obstacle by deliberately moving into a closely aligned career they don't care about in order to just grab the stat (but making it more expensive to raise than a non-primary stat because of the career switching costs involved), but wizards especially are told that moving out onto another path is cause for major penalties. So do all high level wizards have either crap stats or no spells to cast with their 6 int and willpower? If the character can hang about to spend 5 non-career advances on e.g. toughness, why can't they choose to spend those 5 and 1 career advance upgrading Int?
Have there been official responses to this in the past? I tried the forum search but didn't turn up much, but then it took me 10 searches to find a post telling me that the official errata were in a separate section and not in the forum at all, so who knows what else I missed!