The age thing is now solved....everyone will start at 14. It was a clunky attempt to make sure we had young barbarians and older mages. Not worth the hassle that has been illustrated.
Don't take my mutterings as proof of a problem
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I was just trouble shooting some worst case issues. I like the idea of the differences. Maybe a different implementation? Like ignore age entirely until career gen is complete then assign an age based on career and terms? Then apply aging rolls if needed? I still think you need to shift the aging table though.
I think the idea of multiple careers was just my poorly worded thoughts. The way it seemed to me was there is only one career allowed. And Noble and Commoner were simply fill-ins for not yet entered your career, though they could (by default or choice) become your career as well.
I'd say you achieved your goal of 2-3 terms so my complaint there missed the mark. I simply wasn't aware it was a design feature (more on that below*) until I looked after getting a string of (to me) unusually short termers. Then I looked at the numbers more closely and they seemed just a tic high overall. So maybe a couple could be lowered by 1. I'm used to CT's (apparent anyway, haven't run numbers) average of 3-5 terms with 6+ not at all unheard of.
The thing with short terms and few skills is the game is going to have to (imo anyway) have some better experience rules than CT. The few skills creates a need for characters to gain more skills in play. Something more akin to D&D's leveling up and better to hit, and more spells and other skills.
I see now where the extra (to my mind) skills are not as big an issue given the shorter career before adventuring. You should still come out close to the CT baseline.
What kind of skills and mustering benefits did you get out of the two term wonders ? I'd be interested in you assessing how fun playing them would be.
Interesting ones
Overall playable characters (though I'm not sure what my gold will buy yet). But then CT was built on even 1 term characters being playable, even with 1 skill. Partly because skills were broadly defined and everyone had some zero level skills. Partly because weapon skills weren't really the focus (at least not in most of our games). In a Sword and Sorcery game (and the odd Merc game in CT) weapon skills will be more the focus.
Mustering out was interesting. Especially when I first rolled Panoply and had a look at it. At once both generous and nice. I was torn between thinking it was too generous and liking it muchly. Reminded me of the tables I did for quick party outfitting in D&D ages ago (for starting a group at something other than 1st level).Though I wondered what my Fighter would have done if I hadn't lucked out and gotten Riding for the position roll? I figured a reasonable ref would allow Riding-0 in that case.
I actually like the muster tables a lot. Many fun ideas there.
I was averaging about 2.6 skills per term so that seems pretty typical. Again it was just the unexpectedly short terms that threw me because I was anticipating more CT term runs of 3 plus. I didn't have a chance to sweat about survival rolls or aging. I usually don't start calculating/gambling the risk/reward until 3rd term is done in CT. If I die on the first or second term I've usually not invested much time or interest in the character and won't mind starting again. Unless my dice have been exceedingly kind in UPP and early career rolls
I think all the characters generated would be fun to play. But there would need to be some character growth beyond the CT experience rules to maintain an interest in them (for me anyway). At least a little more than the CT rules. I don't think the game would play as quickly (game time) as CT with it's week in jump typically happening a few times in a session to make the years fly by.
That said... I did roll a 1 term Fighter that had a lot going for that 4 years of service. Six skills (a nice mix), Panoply kit, and 20 gold. Just enough coin to not be desperate, not enough that he could simply rest easy. Yeah, that one would be very fun to play
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Again, all of them had interesting "history" though... that's the beauty of CT career gen to me. It gives just enough information to seed the imagination, but not so much that it's fenced in. Any of them would be fun to play imo.