This is a quick first draft of rules for alternative character creation. Sage and Adam have said that you could do the game without classes by just having people choose freely from the available moves. This tries to codify that and make it consistent.
I’ve (mostly) avoided making judgment calls about what moves are more powerful than others. I didn’t really want to get into whether Ritual is more or less powerful than Arcane Art. Everything is just one slot except the moves that have to go together, where it’s still one move/slot, but you take them at once. (There’s one exception: you’ll find it if you look, but I think it makes complete sense.)
To make this work I’d need to build gear packages or come up with some other simple gear solution. I am NOT inclined to give people a set amount of money and let them shop.
Thoughts and feedback welcome, and if someone beat me to this, I’d love to see what you came up with.
You might find this interesting. It’s intended to be the only playbook used in a game: https://docs.google.com/file/d/0B05-2PdMTEo8UWtYOVk5azhZY1k/edit?usp=sharing
Edited. This link should work now. The author is Jarrah James .
Richard Robertson That link didn’t work for me. Carl Gerriets, That looks freaking awesome!
Matt Smith , that’s strange. Is anyone else having trouble with that link? It’s not my own link, but it works for me.
Richard Robertson , some error about a redirect loop.
I can’t seem to open it. If you look at the sharing options it will give you a
much shorter link to the file.
This link should work: https://docs.google.com/file/d/0B05-2PdMTEo8UWtYOVk5azhZY1k/edit?usp=sharing
By the way, the author is Jarrah James .
Here’s an updated version, with a couple of gear packages and advancement more spelled out. If you playtest it all, please let me know how it goes.
https://docs.google.com/file/d/0B6UICjDXSd9Ia3d1LVJldmVfZUk/edit?usp=sharing
Great ideas!