Last thing before I duck out for quite a while:
The magic system is more complicated for me running the game, but not for the players. They will see a list of known spells and guidelines for making their own. Every spellcaster will have utility spells, attack spells, as well as unique ones.
All of this math helps me to see relative power levels so I can adjust, if needed.
It’s like using Champions on the back-end, but only the power descriptions in play!
Jesse Cox It is similar to Champions, but it feels easier to me because there are maybe 12 to 20 options for effects. (not finalized yet, shooting for 12)
If you look at OpenD6 Fantasy and Magic, it will feel like that.
Sorry to vaguebook about it, but I really think I’ll actually finish this thing.