Ah! At last someone who also has problems with the Elite Professions / No-Changing-Base-Profession!
I'm still thinking about ways I could adapt the WFRP career management, but I'd have been really pleased if CODA had done it for me in the first place .
All right, let's try to be as structured as others have been.
What I like:
- Pretty much everything (including character creation), except ...
What I don't like that much:
- A few minor things that can be easily fixed with small house rules (multiple-actions penalties for instance).
- As I said above, these BP / EP restrictions.
- A few things I'm not sure about ... I'd really like to know what the thinking process for putting them there has been, maybe it'd help me understand what they are for:
- Professional abilities and traits. For one thing, they seem to overlap quite a bit. And then ... I don't know, the game looks good even without them: being, say, a rogue means you can hone rogue skills faster than, say, a medic ... this is quite realistic. Wasn't it enough? What do professional abilities bring to the game?
- Only one skill for all starship operations? /me cocks eyebrow à la Spock. Is this wise?
P.S.: What happens when 2 professional abilities cover the same kind of test? Are the effects combined? I've got to find this back, but I seem to recall seing something very similar between Soldier and Weapon Master ...