So, as I'm redoing the Basic Character Guide, I'm thinking about a few things.
One thing I've decided to do is tweak the idea that characters can start with progress towards the second tier. Letting brand new level one characters dip into second tier abilities even once or twice an adventure drops a lot on the plate of newbies, especially since the way it stands now, the simpler your character is, the more often you'll be doing that.
That's not a very newbie-friendly approach.
So I'm either going to do one of two things with that. One of them is to just drop the idea entirely, new characters start out with no progress on their tiers. The other is more complicated than that, and for that reason alone I'm probably not going to do it, even though it's appealing. It's something that will really have to wait until I hammer down the advancement rates, though, so I'm not even going to get into it. The upshot is that the fewer Qualities you start with, the easier it will be to advance those starting ones towards the second tier.
Either way, for all characters, the second tier is going to be something to look forward to, not something to grapple with from level one. The other advantage of this is that it means nobody has to print off/copy the second page of any of their Qualities to make a beginning character, which saves some hassle.
Practically speaking, it's hard to balance more Qualities versus fewer. The fact that the characters with fewer Qualities start with the first tier abilities at higher levels mathematically works out to be about the same when you're comparing Qualities with two ranked abilities, but the extra static abilities of the character with more Qualities is an advantage that's going to be present to varying degrees depending on the number and nature of those abilities.
So what I'm thinking is: Details. Details are the natural equivalent of a static ability. They give a bonus in the neighborhood of +1-+2 or a slight extra capability. So, maybe the cost of having three Qualities will be fewer Details and the benefit of having one Quality will be having more of them.
The exact details of this will take some working out, but I think it's a solid idea. And yes, it does give the newbie player who wants a simple character more resources to spend, but Details explicitly allow you to save them up for filling in later.
The other change I'm considering is also to simplify things for players (especially new ones), and this is to simply present the instructions in the form of "Pick two Qualities", and then having simpler or more complicated characters as an option at the end. This makes the character creation process smoother, it makes balance simpler (with one or three Quality characters being presented as optional variants, I can just flat out say "These characters may not handle exactly the same as a standard one, though they should be within an acceptable range."), and while one person did mention a plan to make a three Quality character, exactly none of the characters I've been shown would be impacted at all by this particular change.
At the end of the day, the balance isn't going to be perfect, and that's okay because that's not my goal. My goal with balance is to have everyone playing on the same field.
All of this post is a lot of TL;DR to say that the process of making a new character and playing as a low level character are both going to be a bit simpler.
One thing I've decided to do is tweak the idea that characters can start with progress towards the second tier. Letting brand new level one characters dip into second tier abilities even once or twice an adventure drops a lot on the plate of newbies, especially since the way it stands now, the simpler your character is, the more often you'll be doing that.
That's not a very newbie-friendly approach.
So I'm either going to do one of two things with that. One of them is to just drop the idea entirely, new characters start out with no progress on their tiers. The other is more complicated than that, and for that reason alone I'm probably not going to do it, even though it's appealing. It's something that will really have to wait until I hammer down the advancement rates, though, so I'm not even going to get into it. The upshot is that the fewer Qualities you start with, the easier it will be to advance those starting ones towards the second tier.
Either way, for all characters, the second tier is going to be something to look forward to, not something to grapple with from level one. The other advantage of this is that it means nobody has to print off/copy the second page of any of their Qualities to make a beginning character, which saves some hassle.
Practically speaking, it's hard to balance more Qualities versus fewer. The fact that the characters with fewer Qualities start with the first tier abilities at higher levels mathematically works out to be about the same when you're comparing Qualities with two ranked abilities, but the extra static abilities of the character with more Qualities is an advantage that's going to be present to varying degrees depending on the number and nature of those abilities.
So what I'm thinking is: Details. Details are the natural equivalent of a static ability. They give a bonus in the neighborhood of +1-+2 or a slight extra capability. So, maybe the cost of having three Qualities will be fewer Details and the benefit of having one Quality will be having more of them.
The exact details of this will take some working out, but I think it's a solid idea. And yes, it does give the newbie player who wants a simple character more resources to spend, but Details explicitly allow you to save them up for filling in later.
The other change I'm considering is also to simplify things for players (especially new ones), and this is to simply present the instructions in the form of "Pick two Qualities", and then having simpler or more complicated characters as an option at the end. This makes the character creation process smoother, it makes balance simpler (with one or three Quality characters being presented as optional variants, I can just flat out say "These characters may not handle exactly the same as a standard one, though they should be within an acceptable range."), and while one person did mention a plan to make a three Quality character, exactly none of the characters I've been shown would be impacted at all by this particular change.
At the end of the day, the balance isn't going to be perfect, and that's okay because that's not my goal. My goal with balance is to have everyone playing on the same field.
All of this post is a lot of TL;DR to say that the process of making a new character and playing as a low level character are both going to be a bit simpler.