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So what exactly is broken in the Karma system?
Without going into build wars, let's just say that I didn't see a decrease in broken characters under karmagen, and in fact I found a few new broken builds were now viable. Mostly Awakened builds, but I recall one or two mundanes.
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1.) oWod was much worse than Shadowrun, in any aspect considering balance (and it has kind of a class system with the clans...).
2.) Creating past the first level is not Character creation. And what you say is only true if you increase the options beyond the core book. I have already addressed that. (That was my main issue with class systems. More flexibility means a lot more complexity. It is still fast, if you choose fast, though)
1) Not really, at least not when you consider only the base book. Splats did start a lot of power creep. However, the oWoD system worked for many different games, not just Vampire; and in each of those, there was a "clanless" option.
2) I haven't played in many 3.5 games that started at 1st level. And even then, character creation is still time consuming. See my response to TJ, below.
But to continue the comparison: Savage Worlds is a big game. It allows for a very wide array of character concepts, far more than D&D does. As part of that, Savage Worlds is a universal system, like GURPS: it addresses just about every genre possible, not just the traditional D&D fantasy heartbreaker. So, it has to offer a really wide range of options, to cover every possibility. Despite this, it's faster and easier to build a character than 3.5 ever dreamt of being. What's more, there are no "player traps"; every choice is a good one, instead of having to weigh optimal choices versus crippling ones.
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My experience is the opposite here as well. Race, Stats, Feats, Skills, Equipment, Done. Literally less than 20 minutes. Yes, if you are creating a character at 12th Level it may take an additional 20 minutes, but I never saw a 3.5 Character take all that long to create. Especially if you use the programs that were simply a matter of point, click, print.
I'm not including programs in build time, because it's not fair. I'm not discussing D&D 4e, because I've never made a character without the builder, for example. That said, "stats" is not that simple. Assuming point buy, it can take 10-20 minutes alone to assign stats (less if you roll, but then you add +10 minutes as the player whines about the attributes not being good enough.
) Once you're done with that, you then need to calculate all the derived stats: your saves, HP, spell bonuses, skill bonuses, etc. Finally, feats are a serious challenge in their own right. Owing to the way 3.5 is designed, choosing the wrong feat can cripple your character for good. I found it took me 20 minutes or so to pour over the books well enough to come to an informed decision.
Also, since we're discussing D&D, you forgot the biggest obstacle of them all: magic items. This is especially a problem if you're creating a character past first level, but I have seen games where people started with a small magical item. Now, I don't recall exact numbers, but I seem to recall that there are dozens upon dozens of books carrying magic items for 3.5, none of which are collated anywhere. (4e has a lot of items too, but there's the Compendium to make up for that.) Even if you just restrict yourself to a few books, decision paralysis can easily set in. Trying to balance out the utility vs cost vs flavor of the magic items you get is very challenging, and can easily take hours as the player pours over book after book, trying to find the perfect choice.
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Do you find that most of your time is wasted due to trying to decide what you want? Are you conceptualizing at the same time that you are building? Or do you not truly limit yourself until you start the chargen building (do you gather all your books and peruse until you find a concept you want to play, and then start building from that point)? Or are you building, scrapping, and rebuilding to gain the best choices as things change?
It depends on the system. I go in with a framework, but I'll adjust and adapt as I learn the system. For example, if I discover that my concept isn't workable in the game I'm going to be playing, I'll back up and restart. I do scrap and rebuild based on the best choices
for the character, but that doesn't always mean min/maxing.
I do admit that the first thing I do when i get any system is try to break it. I do set out to see what are the most broken character builds I can create. Once I'm done with that, I generally put them away, and then focus on playing the game. This step is because I'm used to games requiring a high degree of system mastery (like SR4,5 and 5) , and I want to make sure there aren't any player traps. Once I've broken a game a few times, I feel comfortable with it, and then I can settle down and enjoy the game.
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My point is, that everything broken in shadowrun can be traced back to getting better than linear or linear returns. And if you take a look a principle of cybernetics/system theorie, well that result
can be expected.
I dispute that. For example, a big broken part of 4.5 karmagen was allowing Awakened characters to initiate. That wasn't on a linear scale, but it still broke the game. Buying up attributes is another one: it's cheaper and easier to buy augmentations than it is to raise them with either BP or karma, so scaling costs won't help.
More important is this: even if there is a benefit to going karmagen, I don't feel it's big enough to be worth adopting. Karmagen requires more math, and is slower than BP, which were my biggest problems with the BP system. I haven't seen anything suggesting that the gains of going karmagen outweigh the costs.