So, where I'm speaking from is personal experience from stuff like Paths of Civilization, Divided Loyalties(which has the problem I'm talking about, and way too much Shit To Do) and other quests which use the idea of action categories for turn planning.
To clarify a bit, when I said "action categories" I meant "Diplomacy/Martial/Stewardship/Personal/etcetcetc" + "You get 1-2 Diplo actions, 1-2 Martial actions, etc, and you can't use them in any other category" like in the original CK2-esque-sorta systems.
There things can get unbalanced and feel empty or pointless; because the GM
has to hustle to come up with ideas for
all categories turn after turn, or else the AP overtakes or equals the option-count. And even if you have 4 actions to choose from and can pick 3, that's still... you basically can do everything.
And that'll happen to some categories. Things'll just dry up that way.
Whereas with Divided Loyalties or Rhunrikki, you
don't have
those exact kinds of categorical divisions. Sure, the categories exist to tell you what stats will apply where and to describe what kind of action type it is... but you're not utterly locked in with the actions you have.
This has actually led to a much more fun and engaging experience; things are actually
lively! It's... it's unbelievably different, and in a good way, compared to most things.
You think Divided Loyalties has some problems? At least those problems are on the
voter side of things. At least
that's just disorganization. It'll take "selfish" voting over "hit the 'Next' button to progress the game to the next scene" voting any day of the week. (Votes then become about "interesting" or "event" votes; those are the ones wherein you exercise choice. But meanwhile, the whole set of voting you're doing, is going more or less on automatic. While
still giving off a feeling of "These are the choices you made! This is the character you made." so if you do poorly in an event, mini-turn, or campaign, the specter of "Well you should have done something differently/prepared better" comes up except... Except there wasn't much choice involved in there, was there. You're just sort of along for the ride. You can make small, or very large, adjustments but that's it, no real in-between.
Customization is sort of out the window.)
Note also that, actually, getting too many AP is far more problematic in the setup I described.
A DL, Ulthuan, or Rhunrikki setup can weather the increase or decrease of AP or options much better; hell, tweaking is even possible to begin with. It just can lead to undesireable voting patterns... but that in itself is a sign of greater fortitude. Give more options or take away, or give, more AP. Hell, you even
can notice the problem
in the first place! (In the other system... it'd be harder to figure out what category you should strip AP from. Hell, it can be hard to tell what's responsible for the change in feel for some people. And even if you do figure it out... you'd have to overhaul your system. A system which you may have been using for literal years. And across multiple quests. :S And even if you did lower AP, you still have to work to come up with stuff for all 7 categories turn after turn; in a UQ or DL system, you can just add to other categories instead, if you're feeling unsure of what to add to a given category.)
Anyway. To bring things back to Rhunrikki directly...
Let's also keep in mind something very basic and which we have been taking for granter;
Snorri didn't necessarily have to end up with productivity/efficiency-boosting traits in the first place!
We don't actually
know if we would have seen Productivity Like No Other/Student Of The Odd-esque actions in other character creation sets! And yet, it is these traits (combined with not having tons of AP) that have made things fun and interesting and... game-play-able; the state of having game mechanics and tools to engage with and interact in a game with. (Also, Apprentice Actions when they showed up, and with them having
limitations, also kept things interesting!)
And as a second thing... Snorri didn't necessarily have to start with apprentices. So he could have had the full 5 free actions to work with all along.
So 5 AP probably doesn't break things. And if it does? We could tweak it again. Hell, we could tweak it in-universe even due to apprentices, heh. ... ... Although... Actually, I don't think I
want to have to choose between "more actions" and "having characters directly in Snorri's day-to-day life to play off of and interact with." I don't want to have to choose between "interesting game and more people to play off of" and "feeling less horrible action-crunch."
Hm. How to solve...
Like... Hm. Hey, what if we got a '1 free per turn' in a category action? Like "pick 1 free action from the 'Requests' category" or "pick 1 free research actions." (... That's, in fact, sort of what Apprentice Actions already are. Which's'neat. Only this time, it would be a
Snorri action.) (So we'd have, what... 1 Apprentice Action, 4 Snorri actions and either 1 Free Request or 1 Free Research? Hm, that might be neat. It's even not too different from having multiple Apprentice Actions. Just, these ones would be able to proc the Snorri traits.)