Feedback: Specialist training "abilities" feel too open ended to me. I feel like my players won't be able to think of creative things beyond mechanics.
Perhaps if abilities were given a phrase format like Fate Stunts or something it might work better?
Anyone struggled with getting their players to make cool abilities?
Have your players experience with other fantasy games? When I have someone who's drawing a blank for ability , I tell them that they can mimic stuff they've seen in other RPGs. And if that doesn't help we just talk about the characters, I ask what cool things they want to do, and I suggest ideas if needed.
ReplyDeleteI'm wary of providing a list because 1/ I hate lists, and 2/ people will limit themselves to what they see. And I've been surprised more than once by the stuff people come up with.
Eric Nieudan they have experience, but it tends to be more Pathfinder-y. So when given the choice to "make an ability", it's something like "+4 to hit" or "+1 AC" or something very mechanical and sterile. I don't know how to get them in the mindset of thinking narratively.
ReplyDeleteAaron Griffin Have them think about movies or books maybe?
ReplyDeleteWhat if you only have them name the specialty , then you either fill it in (and make it narrative) or have them fill it in when they invoke it the first time?
ReplyDeleteI have also had players leave part of the character sheet empty and fill it in the first time something needed done. This was with languages, but I don't see why skills couldn't be done this way. Of course, it may make the character too undefined at the beginning.