The problem:
The problem with spending points on skills at character creation is that skills grow fast at first, which makes it an unwise investment. Even worse, the more you increase the skill during creation, the more points it costs, at an increasing scale. No one wants to spend a point on a skill that could be gained in a short amount of gameplay time. And no one wants to spend so much points on an initial skill that those points couldn’t be spent better.
A solution:
The solution I’m thinking is two-fold. First you have to get rid of the progressive skill point cost, or at least severely lower the scale. It’s enough that attributes use that. Secondly, deny the option to pick just a few points per skill. What I’m suggesting is that if a player wishes to invest in a skill on character creation, he’d have to accept a minimum skill level of 5, for example, at a cost of, let’s say, 3 character points. That way you get a nice tangible headstart while making initial skills more attractive. No one just waltzes to level 5 in any skill, so picking a level 5 skill should be an attractive option to grinding or even reading.
Additionally (or alternatively), fractions could be applied. What I mean by this is that with 1 character point, you could get 3 skills to level 1, for example, making them cost 0.33 points per shot. But you’d still be required to spend at least 1 point, and to pick 3 skills. Using the next point would only get 2 skills to level 1. Or alternatively further increase any 2 of the first 3 skills to level 2.
I’m confident that with a combination of the above, and a proper point balance, players would be compelled to consider starting skills instead of dumping all their extra points to character attributes.
Finally, not all skills should be considered equal. For one, Dodging is really dangerous to train through experience, making it a tempting initial pick. Consideration should be applied to determining which skills are more valuable or more tempting than others, and their point cost scales should be adjusted accordingly. Additional consideration should be placed to “danger level of learning-by-doing”, “the resource cost of learning by doing” and “the general availability of level advancement opportunities”.
Disregarding the notion of inequality of skills, I want you, fellow experienced CDDA players, to consider the following questions/statements, and fill in the blanks:
- I would spend ____ character points to get four skills of my choosing to level 3.
- I would spend ____ character points to get one skill of my choosing to level 6. That skill would be _________ .
- I would spend ____ character points to get one skill of my choosing to level 9. That skill would be _________ .
- Which skills do you think are the most treasured for ALL characters (of other players)?
- Which skills do you think are the least treasured for ALL characters (of other players)?
- Which skills do you consider to be the hardest to increase by doing?
Here are my own answers:
- Two. Quite frankly, level 3 isn’t much anything. A deal of 4 skills to level 3 with 2 points could still be an attractive deal.
- Three, maybe? I would pick Dodging. Mechanics and Electronics seem really attractive, too.
- This is the toughest question and honestly I don’t have a solid opinion. It’d be more than 5 points, but then again I have to ask, would I rather spend 5 points on attributes? It’d be a tough choice to make either way, and I feel it would really force a certain playstyle.
- Any 1-2 combat skills, Mechanics and Electronics. Possibly Cooking (for the chemists out there).
- Bartering, Speaking, Throwing.
- Dodging, Launchers, Bartering, Speaking. (assuming the last two CAN be increased by doing)