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The problem with this is that the consistancy you look for is less a matter of chargen balance, per se, and more a matter of game system balance.
Take for example the whole Hacker / Decker boondangle. If the underlying flaws are in the inherent capabilities of a character archetype's mechanical implementation, no chargen system in the world is going to be of any real use in balancing that. If one type of character is simply mechanically more desireable than another, it isn't the fault of the chargen rules. The fact that the chargen system can produce certain characters which are powerful while also churning out others which are far too weak isn't primarily the result of bad pricing of character capabilities, but of bad balance between those capabilities.
Actually, that is the fault of character generation, because those options should have been balanced in the first place.
Sometimes, the genre or setting demands that certain skills be better than others, which is fine. Ever notice how everyone is an expert with a shotgun in a zombie apocalypse setting? Even the cheerleader who's never picked up a gun in her life? It's a genre convention there, so it's okay that it be the superior choice. However, sometimes that one choice is so good, everything else becomes a trap option. For example, Shadowrun used to fold all guns under the Firearms skill. It was so powerful (and cheap) that everyone was running around with a 6 in it, so every mage and decker was equally as good with assault rifles and pistols as the street sammie. It was actually at the point where not taking Firearms 6 was a bad idea.
How was this fixed? By fixing character generation. Splitting the firearms skill into different weapons meant that only the dedicated shooters could be skilled in every gun. They made other mistakes (automatics, like you mentioned) but by changing character generation they fixed the problem.
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But at the same time, I like those variances in power to be... intentional, I suppose? If a player actively chooses to play as a less "powerful" character, that's great. But if the character type they want to play is inherently - and substantially - weaker than another option? That's where things kind of fall apart.
Like, going back to playing a librarian with a pistol. If you want to play an everyman, mundane, realistic sort of version of that concept, you can build that - instead of putting points into boosting your stereotypically "powerful" skills and attributes, you can put them into other, less "powerful" assets. Maybe you spend your points on a lot of Contacts, or maybe you invest in some RP-inspiring Positive Qualities, or maybe you boost your Knowledge skills - all useful and in-character choices.
But at the same time, if you want to play a "libarian with a pistol" who is actually a crackshot gunslinger adept, you totally can. You can make them the single most lethal person in your party if you want to. You can pump them up to be just as "powerful" as any other team member (within certain parameters). The choice is yours to make.
I believe the game he's talking about is Rifts. The classes there are so ridiculously unbalanced, playing some of them is suicide.
Rifts is a high-powered game. There's nothing wrong with that. But while it allows you to play a powered armor Jaeger jock, a techno-mage wielding magical laser pistols, a dragon hatchling, or a demigod, it also has classes for librarians and (I kid you not) hobos. There's no multiclassing, and there are no advantages to playing a librarian or hobo that another class doesn't get more of. You pick a class, and you're stuck with it forever. In the meanwhile, as the others are throwing around attacks that could level a small town, you are cringing in the back because even a stray shot could turn you into a fine red mist. (Again, I'm not kidding in the slightest-- the Mega-Damage scale means that anyone on the normal damage scale will get massacred by even the smallest shot.) Nobody ever plays the hobo or the librarian, because it's a trap option.
More crucially, even the midrange choices are traps. They just don't get the raw power of the better choices. They're actually worse traps, because they look viable, but in practice they'll get wiped out in the first combat.
The problem, again, is in character creation: all classes are considered equal, even though they're not even in the same ballpark. If you want the librarian to be a viable class, they need to have lots more choices-- choices that the other classes don't get. Since it's also a level system, they need to get solid benefits for leveling up, which they don't get. I have no idea what to do about the Vagabond/Hobo; right now, they get less skill points than anyone, no powers or gear, and get even less than the librarian from leveling up. I personally think it's a lost cause.
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Which is why I prefer Karma of BP to Priority - more options, and fairer "pricing". Sure, they're not as approachable as Priority is. Sure, they have prices that could use tweaked and in some cases completely reworked. But overall, as a means of taking the messy jumble of inelegant rules that is the game's systems and mechanics and using them to create a working character? They give me more options, and I know that most of the prices are going to be fair.
In my experience, more options = more min/maxing. Which in turn, leads to more unbalanced characters, as system mastery becomes a greater factor. Certainly, many of the min/maxed monstrosities I saw in SR4.5 weren't possible in SR3, and may or may not be possible in SR5.
I used to play a lot of Champions/Hero, and I did a fair amount of GURPS. Both systems are point-buy, and both systems are known for their extreme breakability. It's not because point costs are unbalanced, either; it's because system mastery makes it so you can drastically reduce the cost or minimize the impact of maxing out your core abilities. By itself, that wouldn't be a problem; but when you consider the gulf that occurs when a player doesn't have the same level of system mastery, you start having problems.
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As was mentioned when you talked about FATE over on RPG.net, also, the issue's probably more to do with your GM than anything else. Just like you shouldn't judge all of Shadowrun by one set of zany house rules any one GM uses, don't write off FATE (or your own ability to play FATE) just because you butted heads with one GM, once upon a time.
Actually, the GM has been fairly receptive to my questions. And I'm not giving up on FATE, I'm still playing it. However, I still haven't had that "aha!" moment. Not saying I won't get it, just that I haven't hit it yet.
Part of the problem is the PbP environment: I don't think the GM fully understands how much I'm struggling, and talking via post doesn't answer things the same way talking in person does. I'm sure that if this were a regular game, things would have been easier. In the meanwhile, though, I am struggling with the game. Every time I think I get it, I discover I'm wrong. It'll happen, it's just a headache until it does.
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To summarize:
OP character among average=problem. => this can disrupt my story
Weak character with a few average and a few good ones is ok. => this won't.
Um, no. That can be just as bad or a problem.
First things first: there's no such thing as a bad character, only bad players. If you hand the most min/maxed monstrosity to a good player, you won't have a single problem. OTOH, even if you hand the most balanced character to a problem player, you're going to have endless issues. It's on the player, and how you deal with it. Of course, in reality, it's seldom that clear-cut: there are many good players who have problem moments, or have hot-button topics that make them flip from one to the other.
We all know what happens with an overpowered character gets into the hands of a problem player. But when a weak character gets into their hands, it can be just as disruptive. For starters, there's the whining factor. They can derail a game by whining about how they can't do anything. Or, the feelings of uselessness could make even a good player start pulling crazy and pointless stunts that also derail the game.
The solution to this is twofold, and it's on the GM. First, you have to make sure that everyone gets roughly the same amount of spotlight time. Second, you need to make sure that every character is roughly equal in capability, so they get the same quality of spotlight time. A good character creation system will help immensely with that, as you don't have to worry about characters being consistent.