Periphery!
Age of Actual Magic
I used to really like the skill trees in the Mongoose game of Dredd, so I incorporated them. For each skill I started with the name and description then built the rules to match – not worrying about being overpowered. If something was powerful, I made it more expensive.
I’ve played too many games where magic was flaccid! NO MORE!
This was perhaps the most time consuming as I had so many ideas and wanted a lot of options for characters to specialise in.
For simplicity and a bit of control, I did impose a couple of restrictions when building a team of characters. The team can only have one psi character (wizard), more can be hired later, and each team member starts with a maximum of two skills.
Skills can be trained later and is a whole ‘town phase’ thing where a character pays tuition (expensive) and skips a mission to train. Then rolls to see if they graduate, have to continue, or drop out.
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