At some point the Skills tab in character creation will be removed entirely and replaced with a Profession tab. Your profession would grant a few starting skills at low levels, equipment to go with them, and perhaps a unique trait. For instance, the Police Officer profession would start with a level in handguns, a level in speech, and a level in dodge, and would get a USP 9mm and a holster. The Priest profession would start with priest robes, a few levels in speech, a bible, and the Man Of The Cloth trait, granting them automatic respect from religious NPCs.
Interesting, although would it make more sense to make that modular? I'm wondering if there's really a benefit to having the player select a "profession" rather than select the aspects of a profession individually. By clumping them into categories like that, you limit player flexibility, so you want to make sure there's a significant benefit to doing it that way as opposed to just letting the players select those skills, items and traits directly. I'm not saying there
aren't ever benefits to doing it the way you're saying, just that you want to make sure there are. If you were to make those traits and skills individually selectable/modular, you could always have it draw from a number of points separate from the main character point pool.
G-Flex, remember that every point in a skill in character creation is actually worth 2 in game. Some skills, like those you can pick up from books... maybe not worth it.
Minor correction: That's only true for the first character point. After that, the cost increases very greatly.
On the other hand, I've never really had difficulty learning skills in game - it only takes four days or so to become extremely proficient at whichever problem resolving technique you use most often, half that if you have a high Int and Fast Learner (which I almost always do.) The skills that are harder to get in-game tend to be the same skills books exist for - crafting and so on. Combat especially seems to raise pretty quickly. I'm cool with that.
You might be right. Again, I think my opinion is skewed because I was drawing from experiences with a low-Intelligence character.
I think, character build-wise, there's actually lots of interesting options. Not every combination is viable, but it's fun to fine the ones that work really well. (like starting with a bunch of points in traps and mechanics, and some strength. Mwahaha).
This is true, although the Traits menu will always need to be looked at carefully. Whenever you have an advantage/disadvantage system like that, players
will game it for points however they can. For instance, taking "trigger happy" if you have no intention on using automatic firearms anyway, and even "Schizophrenic" doesn't do much (in my experience).
Also, here's a quick list of completely broken things if you ever want the game to get incredibly easy. Pretty much all of these are on the to-fix list, from what I understand:
Integrated Toolset
Stings (Bee and Wasp)
Throwing, especially when combined with stings
The Integrated Toolset does have some issues. Some aspects of it (soldering iron, hot plate, sewing kit, etc.) should require resources but doesn't, and it doesn't work at all outside of the crafting menu. I'd argue that maybe some tools should maybe not be included at all in it (hot plate?).
Getting headshots with thrown objects is
hilarious. Rocks are deadly, and once I finished off a zombie by doing pretty significant damage throwing sneakers at its head. Flavor-wise, this is fun (throwing a bunch of your stuff at invading zombies out of desperation is great), but it should probably be a little less powerful!