@Kriellya: Thanks. Missed that. As well as some silly spelling mistakes. I should avoid writing at 6 in the morning...
I've added a notice to the
Stats and Skills page that it is obsolete and that it should be redone at some point.
I've redone my
character attributes, just posting them here for posterity. I tried to refrain from minmaxing and tried sticking as close to my previous character as possible: A jack of all trades which is good at shooting and bad at medicine.
I take no bonus levels in any stat.
Strength: 0
Dexterity: 0
Endurance: 0
Charisma: 0
Intelligence: 0
Willpower: 0
Fate: 0
I take a negative in medical for a positive in conventional, just like my original character.
Intuition:0
Handiwork:0
Conventional:1
Unconventional:0
Exotic:0
Auxiliary:0
Medical:-1
Gen. Knowledge:0
I've got a total of 6 missions. One of them is the AP so it's like I have 7 missions. I've participated in the Hephaestus timeskip and the space battle.
I have a total of 35 points for stats, 35 for skills and 10 for anything I want.
I use all ten extra points here for a total of 35+10=45 points.
Strength: 0
Dexterity: 2 (15p)
Endurance: 0
Charisma: 2 (15p)
Intelligence: 0
Willpower: 2 (15p)
Fate: 0
Intuition:0
Handiwork:0
Conventional:2(10p+1i)
Unconventional:1(5p)
Exotic:2(15p)
Auxiliary:1(5p)
Medical:-1
Gen. Knowledge:0
I considered dumping medical completely for an extra point in handiwork but then I realized I might need medical for some of the experiments I want to do.
Looks like I misjudged the new system. It's actually very good for jacks of all trades like me, since I can soon be experienced in everything.
And, just for fun, what I would do if I wanted to minmax:
Shadow Walker Elite could also work. Or sniper with psionics from XCOM.
We've got dexterity so that I can always dodge, hit and take the initiative, some charisma for mind control and willpower for mind control. 0 in fate and endurance means that I have a chance to survive if I get in a bad spot, like an overload. Intelligence is not really needed unless piecewise makes me roll for a vantage point and a battlesuit means that as long as I refrain from punching things (which snipers should avoid in the first place), I should be fine in terms of strength needed to lift weapons and be able to avoid rolls for climbing things. Unless piecewise makes me roll for recoil or something.
Strength:-1
Dexterity:3(15p+2i)
Endurance:0
Charisma:1(5p)
Intelligence:-2
Willlpower:2(15p)
Fate:0
We've got master conventional for guaranteed hits, good exotic for mind control that can create meat shields and distractions and control sods, 0 in intuition in case I need to make a blind shot, 0 in auxilliary in case I need rockets to run away or to get through a door without walking through it or to find my mark through cameras. Handiwork is not needed since I do not need to craft equipment or make repairs. Unconventional has a -1 for the rare case I need it to use bombs and gen.knowledge has a -1 for the rare case I need it to get to a good vantage point or avoid detection.
Intuition:0
Handiwork:-2
Conventional:4(35p+2i)
Unconventional:-1
Exotic:2(10p+1i)
Auxiliary:0
Medical:-2
Gen. Knowledge:-1
Thoughts about the new systemIt generally feels like it pushes everyone to be overall more balanced. Someone who spends 5 points in handiwork for example stops being a hazard to everyone around them when building prototype weapons, since unstressed rolls can no longer be 1 or 6. And since it doesn't give any inherent -1s to rolls, it means that people with 0 levels in something are similar to people with 1 in the old system.
But it is not restrictive. As shown with my minmaxer, someone who focuses on one or two things (ie a purely combat based character) can become a specialist in 3 missions and a master in 7. Now that might seem like a lot, but if you look at the rolls, it is
Professional: [2,2,3,4,5,5], meaning 50% chance of success, 16% chance of partial success and 33% chance of failure.
Specialist: [2,3,4,5,5,5], meaning over 66% chance of sucess
Master: [5,5,5,5,5,5], meaning you cannot fail, similar to getting a perfect decompensator and a +3 in the old system.
Not only that, but you don't have to spend money on buying decompensators, meaning that you can spend it on equipment that will keep you alive and help you complete your mission.
The only point where this system is slightly worse than the old one is when considering a purely small arms combat based character, like an Exo user with a microwave amp.
Assuming that exo user does very well in the missions he is in and racks a lot of tokens that he doesn't spend anywhere (which is a really hard thing) he could become a specialist in 2 missions (but at the cost of 20 tokens for a decomp, tokens that cannot be spent elsewhere) and a master in 5.
And at that point the -1 (and a -2 in speech probably) he has in everything else (except perhaps 2 skills and any stat besides willpower he's put points in) means that if he tries to do anything besides amp usage or if he is put in danger by a teammate he has a very high chance of ending up dead.
And not only that, with the cost of 20 tokens for the decompensator it means that he'll have less equipment or be a hazard to teammates until he gets one.
Compared that to the new system that allows someone to become a specialist and a master in roughly the same number of missions AND not have to spend 20 tokens allowing for better equipment for more versatility and survivability, we can see that the new system is much much better.
So I do not think the new system needs fixing since it is much much better than the old one.
EDIT: Actually, another downside of the new system is that you can't get bonuses to stats. With the old system, when you had a +1 in something like will or dexterity, it meant that in certain situations you had a better chance at coming out alive than in this system, where you need a +2 for a similar but somewhat better effect. But the fact that you get no negatives helps with that. And the fact that you only need 3 missions to get a +2, same as a +1 in the old system. And the fact that you can dump something you are unlikely to use, like Strength and Charisma.
So again, I think the new system is overall better and more balanced in that regard, even though it is worse in certain corner cases.