Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Wow! Thank you, first of all, for getting this to the table. And secondly for the very thoughtful feedback. 

I think your solution to use spells as traits works perfectly! It’s elegant and doesn’t require additional rules, plus you can level up your spells!

I may be able to fit a blurb in the rules that would clarify that if you’re going to have magical abilities, make them super specific so that other traits aren’t rendered obsolete. As you said, if I have a trait like “magic”, there’s no reason to use anything else. But a trait like “fire bolt” is situational and makes things much more interesting. 

It may also be worth writing up a small supplement for folks who want a little more definition for a magic system while still staying true to the core concept of the system. I’ll definitely give that some thought as well. 

Just thought of something else. Maybe the cap for the success number for any given trait to be lowered by when progressing should be 4, that way that trait is then something your character still excels at but with the bear minimum chance of a critical failure still being possible.

That’s a great point also, a minimum success number limit would definitely become necessary over the course of a long character lifetime.