Quote:
Originally Posted by Maz
I don't think I understand what you are going for, or I have missed something. If I as a player want to make a character, how should this help me? (Apart from making me aware of a myriad of different ways to "do magic")
Are you aware of the Skills by category pdf? (It's free)
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Yes, I am! However, this is more so meant to be a list of different ways to build abilities. I simply added in skills at the top because someone suggested that I add in Cinematic Skills, and I didn't want them to be all alone up there! It describes to you the different ways of magic/powers. It's purpose is to show and list what is out there.
GM: What kind of abilities do you want your character to have?
Player: I really want some kind of wizard that can lots of spells, and can use people as sacrifices!
GM: Then you should try a spell system with high flexibility, and tack on Sacrificial Magic to that.
Quote:
Originally Posted by johndallman
Plain ordinary combat skills and techniques are likely to be somewhat useful to everyone, because they don't consume much in the way of resources like fatigue points.
You aren't mentioning basic and derived attributes. Good basic Speed and thereby Dodge are valuable to everyone, and buying them without Power modifiers means they don't go away.
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These are more so for creating combat abilities. I agree that basic and derived attributes are VERY useful, but those kinds of things are very basic. Yes, combat skills are very basic too, but I noted above why I added them. I just didn't want to leave them out of the party! The point was to show my players all of the different ways that they can beat someone up or defend themselves. Of course, spending a bunch of points on dodge is a good defense, but I was trying to list more so fantasy abilities and whatnot.