Originally Posted by
Silverstreak
I can understand that, but when you watch the show, no one wants to play joe smoe ensign fresh out of the Academy, they want to be the CO, FO, CMO, etc...
Of course they want that, but it can be so much more fun letting the players start as beginners, who then have to work their way up, developing their skills and building relations with the other PCs and NPCs. Imagine the difference between a starting-Captain calling his "Contact"-Admiral for support, and a Captain who was roleplayed over several years (in game time), asking his former CO, old friend, and mentor, now Admiral in command of the 22nd fleet, for help. The game can be much deeper and much more enjoyable this way.
Even using the system I find it confusing to build these characters. From what I gather then, skills must not be overly important.
Are you talking about creating advanced characters, or CODA characters in general? Anyway, yes, it can be confusing to create your first CODA characters, but you will get used to it. And considering the freedom the CODA system gives you compared to ICON, that is a small price. In my opinion, the ICON system allowed almost no customization of you characters. All members of the same branch/profession were very much alike. Unless you were playing a non-human, most your attributes were at two and apart from maybe one or two exclusive skills, everybody else (with the same profession) could do the same things you could. You WERE Joe Shmoe!
Regarding the imprtance of skills: Just take a look at the target number table. If you consider replacing old isolinear chips or treating bruises a worthy challenge for your character, then a skill of 3 will be sufficient. Now, if you want your character to safe the universe, then, maybe, higher skills will be neccessary.
And it's cheaper.
“Worried? I’m scared to death. But I’ll be damned if I’m going to let them change the way I live my life.” - Joseph Sisko - Paradise Lost