Professions have been a sticking point.
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you can CRANK starting points: up to 1,000 if you choose. Same with -vantage capacity. So there’s no real way to stop people from taking whatever they want, whilst still leaving it meaningful to folks who don’t crank.
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Professions offer varying balances.
The base Survivor has negligible storage, but has ready access to fire, a 0-volume knife that can pass for a weapon if needed, and a bottle of water. You’ll need to forage for upgraded weaponry, tools, storage, and armor, as well as cooking gear, food, quench, morale, and resting gear.
Folks like the Punk Rock Girl have decent armor/storage and plenty of morale, but no cutting tool. For folks who don’t smash their starting shelter (and let the zombears in!) that may require some finagling.
Cyberjunkies and bionic monsters have Annoyingly Defective augs at start, so they’ll have to deal with that.
The Lumberjack’s axe is no joke, but xe doesn’t have access to fire and the flannel & cap will generally cause overheat warnings. (Not a lot of storage there, either.)
Likewise, the Backpacker has good storage, but no cutting and no fire.
That’s exactly what I was thinking.[/quote]
I recall seeing Drawn Cataclysms on that. Requiring a knife to make a knife makes no sense to me. The primitive knife remains primitive, and should be more prone to damage than a factory-made blade.