Another way to reduce overly specialized characters might be to change the character creation rules. It might be too late to make any changes there (and it it probably overstepping what we'd want to do) , but it was fun to think through anyway.
What follows are some ramblings and wild musings. You won't miss anything if you ignore the post.
Instead of giving 35 points to buy attributes, you can give 4000 experience points that are not tied to any Aspect. They can use that experience to buy their initial stats and abilities. That should encourage more balance in creation... They can create a completely balanced player with 3 5s and the rest 4s (as they can today) and have 200 left over for skills, so two areas of compentancy. That's probably a little light, so could have some small increase based on REA, etc.
Nithrar, which I tried to keep fairly balanced, could not quite be created in this scheme. He'd be short by 80 points.
Code: Select all
Attribute Skill
Lvl cost cost
1 40 10
2 120 30
3 240 60
4 400 100
5 600 x
6 840 x
7 1120 x
So everyone could still start with 4s across the board and three 5s. To have a 7, you lose a lot more elsewhere.
Racial modifiers become more or less valuable depending on how much investment you put in initially.
Actually, I know I mentioned to not have initial experience tied to an aspect but you could manage racial modifiers by doing that.
Of the 4000, [i]Race[/i]get X extra Body Initial Experience.
Or you could force more balance by: All characters get 400 Body, 400 Mind, 400 Heart, and 400 Spirit experience (those are modified by racial modifiers) and 2400 generic experience.