I picked up ToC recently because I was curious to see what its take was on the Cthulhu Mythos, and how it presented the 1930s as its setting 'backdrop'. I'm a dyed-in-the-wool CoC fan - and more of an old school gamer, at heart - so I wasn't sure how I'd take to ToC's game system.
It's taken a few read-throughs of the mechanics to feel like I'm starting to get a grasp of the system. I do have some questions, though, that maybe someone could answer for me.
1). My brain did a double-take when I read the division between Investigative and General Abilities - how they're purchased on different 'scales'. Stability, Sanity, Health - their ranges, and caps, seemed intuitive. But, with other General Abilities I wasn't sure what skill levels indicated. Is a First Aid of 8 very skilled - moderately skilled - or average? Is there a General Abilities skill level cap? At what level is general competence achieved? (I guess I'm just used to CoC where a percentile skill is broken down to ranges to determine competency).
2). The special restriction... where your second highest rating much be at least half of your highest skill rating. I imagine that this rule is in place to prevent serious munchkinning?
3). With ability refreshes occurring on 2-3 session basis (or every 24 hours - or while in a safe haven), are ToC investigators generally more competent than CoC investigators? Based on how much manipulation of General Ability tests they can perform. It seems like it would be challenging to 'weaken' the investigators much over the course of a 2-3 session case.
4). I'm sure I've missed this in my reading of the core: is there a cap to the number of General Ability points that can be spent in one Test?