After you left today, Jirris, Pyat and I kept talking about your plans for character creation in Claw 2.0. Here's a summary: = IF IT AIN'T BROKE... = I don't think getting rid of Character Points is the right move. The way you've described your new approach to Gifts, I can't see how it streamlines or simplifies character creation. It certainly doesn't sound like it's going to simplify the game as a whole. It feels like you're pushing to rid of Character Points just for the sake of getting rid of Character Points. And, from what you've said, you're not really doing that -- you're just restricting them to Skill Points, and coming up with a Whole Nother Bunch Of Rules for Gift allocation. Which forces you to come up with yet a THIRD set of new rules for XP. When did you start favoring the "if one rule is good, three will be better" school of design? Honestly, I don't think you really need to mess with Claw's character design. It's GOOD. It's SOLID. It's FAST and SIMPLE. I haven't played a system that let me generate characters so quickly since D&D got more complicated than "roll 3d6 six times". I like the new WoD2 take on Flaws, and I like the idea of "Dubious Gifts" -- but otherwise, IT AIN'T BROKE. I like Claw's XP. It's one of the best parts of the system. It's elegant. It keeps players thinking ahead without being quite as constraining as D&D's level-based system, it makes PCs advance in logical ways, and it's flexible without being formless. In fact, that last goes for the whole of Claw 1.X's character creation. A big part of what makes the XP system work so well is that, with a single exception, XP directly translate to CP. Five XP, and you notch up a CP. You don't have to learn a new rule, and, unlike Albedo, you don't have to look things up on a table. Not only does IC have fast, efficient character CREATION rules, it's also got the most efficient character advancement rules I've seen. We'd spend maybe ten minutes after every session allocating our rewards. You don't have to choose whether to "save points up" -- if you want something pricey, you just buy it incrementally. It was even faster and easier than "Leveling Up" in D&D3, where you have to allocate those fiddly Skill Points. As for keeping Skills and Gifts on a compatible, integrated system, Jirris conversed at length about "Gifted" characters vs. "Talented" characters: "The extreme of a Gifted character would be a Bat with a high Body who buys lots of Gifts, and depends on his Career to handle the load of his Skills. The extreme of a Talented character would be say, an Otter Elementalist who buys no gifts and just sinks his points into Spells and Skills. "In character creation, most people choose to be either Gifted -- loading up on a Race with a few useful Gifts and topping out their 'ten' -- or Talented -- picking a Race with few or no gifts and either buying lots of Skills or multiple Careers. "There are definitely people who choose neither, but most of the people I have played with have decided to be either Gifted or Talented. "That's part of what I like about Ironclaw's system -- the difference in Race abilities and such really add an interesting facet into character creation. "You are not forced into being either Gifted (D&D barbarian) or Talented (bard); you can pick degrees of such things. No one has taken the extremes of both sides but instead prefer to lean into one camp or the other just far enough to get the 'advantage' of being Gifted or Talented. If you lean too far, it effectively removes the abilities from the other 'camp'." I've seen the same thing, both in play and in potential in the rules. In Claw 1.x, Gifted vs. Talented characters are well-balanced. They both have different but equally-valid and effective STYLES. Remember "Opportunity Costs"? From what you've told me about your plans for 2.0, it sounds to me like that Gifted Vs. Talented distinction is going away. Albedo has lost it completely. Everyone has pretty much the same number of Gifts at character creation. Of course, Albedo also largely abandons the physical aspects of "Racial Gifts" -- and with it, much of the flavor of an anthropomorphic game. Tooth and Claw and Prehensile Tail help make the Races of Ironclaw more interesting and distinct than DEGH, and gives an interesting and engaging variety to play style. When Hite said that 'Albedo... has cat-people for some reason', I think he stumbled on a core flaw of the setting. There's nothing about the GAME that you couldn't do with humans. In Claw, being a Wolf brings all kinds of woofy goodness to your character. Being a Bat brings entirely different goodness. In Albedo, Race is largely cosmetic. That's faithful to the source material, but you built the rules to reflect it -- and that's why it concerns me whenever you start talking about pulling ideas from Albedo into Claw. In Ironclaw, as in any GOOD furry setting, Being Furry has significant personal and social implications. If you replaced the races of IC with humans, the game would feel very different -- and not as entertaining. And if you replace Claw's highly-distinctive Race rules with Albedo's bland ones, if you scrap points and just make all races equally talented, you'll have the same result. -- Your Obedient Serpent