[19:31] <+indi> Howdy everyone, I’m Indi Endicott, an amateur tabletop designer and the creator of Chimera.
[19:32] <+Polyhedralknight> Hello
[19:32] <+ChadDubya> hey
[19:32] <+indi> Yer supposed to wait till I say done
[19:32] <+indi> lol
[19:32] <&Doctor> Chimera… I have seen this somewhere… on KS perhaps?
[19:33] <+indi> Si. Anyways, Chimera is pretty expansive so I will go over the main design goals
[19:33] <~Dan> (Please hold questions until we get a (done) from the guest. Thanks! 🙂 )
[19:34] <+indi> First is diverse character creation: Chimera uses a mix and match system where players have access to a large number of generic abilities.
[19:34] <+indi> Each has a narrative effect and can be combined in multiple ways to create a large variety of characters.
[19:35] <+indi> Second is narrative freedom: Chimera leaves all descriptions up to the players.
[19:36] <+indi> The rules define characters options, but the players add their own flavor.
[19:36] <+indi> This also means Chimera runs in a lot of setting, some of my favorites are deep space, fallout, standard fantasy, and the books custom setting.
[19:37] <+indi> I think we should start out by talking about mechanics, and then do a second section for the books custom setting.
[19:38] <+indi> The rules are designed to be easy to modify, so new settings introduce new moves, abilities, racial powers, and so on.
[19:38] <+indi> Before questions start I will link a character sheet for you guys.
[19:38] <+indi> (Link: https://drive.google.com/file/d/0ByAsfRFZzMP0bHpkYnpfREVFWTg/view?usp=sharing)https://drive.google.com/file/d/0ByAsfRFZzMP0bHpkYnpfREVFWTg/view?usp=sharing
[19:38] <~Dan> (Howdy, SirGene!)
[19:39] <+indi> I will link to the Kickstarter at the end, for now I want to focus on mechanics and how they work.
[19:39] <+SirGene> Hey Dan, I’ve been out questing (Job Questing) but thought I would come by tonight.
[19:40] <+indi> If you check out the character sheet there is a big list of icons on the right
[19:41] <+indi> Those are players core and derived attributes. Most define how many dice are rolled on tests.
[19:41] <+indi> Chimera is d6 based, and uses a success counting/exploding dice mechanic.
[19:42] <+indi> Meaning a player rolling, let’s say six dice, would add a die for each result of 6 and then count the number of dice showing 4 or higher to gauge their success.
[19:42] <+indi> on average this is 0.6 successes per dice. The result is compared against an opposing roll or target number.
[19:43] <+indi> things like Archetypes, Moves, and Perks modify how and when rolls can be made. They are chosen from expansive lists when characters are made.
[19:44] <+indi> i think I’ve rambled enough for starters. Hit me with some questions.
[19:44] <+indi> ~Done~
[19:44] <~Dan> Thanks, Indi!
[19:44] <~Dan> The floor is open to questions!
[19:45] <~Dan> What is the relationship between attributes and skills?
[19:45] <+Polyhedralknight> So do archetypes have set types of advantages?
[19:46] <+indi> Dan, Attributes give a base number of dice to be rolled on their skills, listed on the bottom right of the character sheet.
[19:46] <+ChadDubya> Is there a website?
[19:46] <+SirGene> I missed the Character sheet post. I would like to see it and the link the game
[19:47] <~Dan> (Link: https://www.kickstarter.com/projects/256705353/chimera?ref=nav_search)https://www.kickstarter.com/projects/256705353/chimera?ref=nav_search
[19:47] <~Dan> (Link: https://drive.google.com/file/d/0ByAsfRFZzMP0bHpkYnpfREVFWTg/view)https://drive.google.com/file/d/0ByAsfRFZzMP0bHpkYnpfREVFWTg/view
[19:47] <+indi> Dan, also, players perks modify how skills are used. For example the perk wall ride let’s players move up to their speed along walls.
[19:47] <~Dan> (To help indi out a bit ^ )
[19:47] <+indi> Dan, finally, for each perk a skill has an extra die is rolled, hence the circles by skill names.
[19:48] * ~Dan nods
[19:48] <+Polyhedralknight> Sounds good indi
[19:48] <+indi> Polyhedralknight, Archetypes are passive abilities, the closest thing to class definitions the game has.
[19:48] <+Polyhedralknight> thanks
[19:49] <+indi> Polyhedralknight for example, a character with the Assassin archetype would gain an advantage on any attack made on targets unaware of their presense.
[19:49] <&Doctor> I’d like to know a little more about modifiers… what are the levers at work?
[19:50] <+indi> Doctor, do you want a skill roll example, or a combat example.
[19:51] <+indi> Hmm, I’ll do a simple skill roll example showing most of the mechanics.
[19:51] <&Doctor> back sorry
[19:51] <&Doctor> both please
[19:51] <+indi> Alright, I’ll start with skill.
[19:52] <&Doctor> a 0.6 success mechanic has a lot of options on how to mod the roll
[19:52] <+indi> Let’s do a simple one with a character jumping over a gap.
[19:52] <~Dan> (Howdy, BPIJonathan!)
[19:52] <+indi> Jumping is an acrobatics roll, which is under the body attribute.
[19:52] <+BPIJonathan> (Sorry I am late, was trying to finish a section)
[19:52] <~Dan> ( BPIJonathan: Topic: (Link: https://www.kickstarter.com/projects/256705353/chimera?ref=nav_search)https://www.kickstarter.com/projects/256705353/chimera?ref=nav_search )
[19:53] <+indi> To figure dice the player adds the base attribute plus how many perks they have.
[19:53] <+indi> Let’s say our man has the acrobatics perk “follow me”
[19:54] <+indi> This perk lets any character attempting a roll after him gain an advantage.
[19:54] <+indi> Not to helpful but it gives him an extra die.
[19:54] <+indi> If he had a base of 4 then he rolls 5 dice.
[19:55] <~Dan> Can I stop you there for just a moment?
[19:55] <+indi> The average for this roll is 3 so let’s say he gets that.
[19:55] <+indi> yeah’
[19:55] <~Dan> Okay, so just to clarify….
[19:55] <~Dan> …no matter what the perk is, when the character applies the skill, the number of perks = the number of additional dice?
[19:56] <+indi> Yes.
[19:56] <~Dan> Essentially, the number of perks is the skill level, in other words?
[19:56] <+indi> yeah, they are skill level plus a bonus effect.
[19:56] <~Dan> Gotcha, thanks.
[19:56] <~Dan> Please continue!
[19:57] <+indi> Okay, let’s say the guy gets 3 and the difficulty is 4.
[19:57] <+indi> there is a little circle by skills, this is exhaustion.
[19:57] <+indi> Players can take a point of exhaustion at any time to gain an advantage on a roll.
[19:57] <+Polyhedralknight> I follow
[19:58] <+indi> This advantage let’s them count dice 1 number lower as a success.
[19:58] <+indi> So our hero recognizes he will fail and strains his arm to hook the ledge and pull himself up.
[19:59] <+indi> Once an attribute is exhausted however no advantages can be gained until the hero rests.
[19:59] <+indi> hence the name.
[19:59] <+indi> Now, since he succeeded, anyone following him can gain an advantage to jump across due to his perk.
[20:00] <+indi> but he will need to rest before he can use any more advantages on body rolls.
[20:00] <&Doctor> Okay, just so I have this down… Attributes have Skills, Skills have perks. To get your pool you add your Attribute and the number of perks in the relevant skill, yes?
[20:00] <~Dan> By advantages, do you mean perks?
[20:00] <+indi> Ah, advantages stack. if that all makes sense I will go over a combat example.
[20:01] <+indi> Advantages are one of the effects perks can give.
[20:01] <&Doctor> advantages lower the difficulty, yes?
[20:01] <+indi> Yeah, they make life easier.
[20:02] <+indi> but if gained through exhaustion have a big downside.
[20:02] <+indi> Most perks don’t add advantage. most add extra abilities.
[20:03] <+indi> for example, a survival perk could allow players to send others out for ingredients. or let doctors replenish med packs with common objects.
[20:03] <+indi> Alright, I think I can give the combat example.
[20:04] <+indi> Combat uses moves, these are like perks but have a cost.
[20:04] <+indi> the cost is paid in energy, a resource attribute that players manage during combat.
[20:05] <+indi> An example move is Push: it moves any targets hit by an attack backwards equal to 3 times the energy spent casting it.
[20:06] <+indi> there are also moves that give defensive benefits, like Protect: this move costs one energy but lets the player become the intended target of an attack.
[20:07] <+indi> Moves can be combined, Protect could be used with Parry to let a player defend an ally with their own Offense roll.
[20:08] <+indi> And if you got really fancy you could add ranged to the combo and shoot an arrow out of the sky that would otherwise kill an ally
[20:08] <~Dan> A very cinematic system, sounds like.
[20:08] <+indi> Attacks are made by rolling the offense pool against an opponents defense.
[20:09] <+indi> A tie is a hit and any successes over the defense trait add on more damage.
[20:09] <+SirGene> 🙂
[20:09] <&Doctor> Done?
[20:09] <+MonkofLords> Oi Doc
[20:09] <+indi> one last note.
[20:10] <+indi> Wounds have extra effects based off weapons, but that’s a side topic.
[20:10] <+indi> Done.
[20:10] <&Doctor> This is going to sound like a rude question but it’s not intended to be. Why does this system exist? What does the system allow, emphasize, discourage, or _do_ that can’t be accomplished in Savage Worlds or d20? What does it do better? How does it improve the types of stories you can tell etc.?
[20:10] <+indi> This is my favorite question
[20:11] <+indi> The goal is tension.
[20:11] <+Polyhedralknight> I get it
[20:11] <+indi> every rule is built to allow for players to create and release tension. Chimera gives players an immense amount of strategic control over their situation.
[20:12] <+indi> But, It is extremely easy to get in a bind because of this.
[20:12] <+indi> Players know their strangths and weaknesses in and out, so it is easy to recognize dangerous or difficult situations.
[20:12] <+indi> there isn’t a lot of luck involved, just strategy and planning.
[20:13] <+indi> I think Chimera isn’t too different from other games, but every concept is refined around building one core feeling.
[20:13] <+indi> That is something I think a lot of systems sorely lack.
[20:14] <~Dan> (Howdy, LW!)
[20:15] <+indi> There’s also ease of use and expandability, but those are just side effects.
[20:15] <+indi> I have as little trouble playing with 9 year olds as I do with veteran gamers.
[20:15] <~Dan> Are there no skills involved with Offense and Defense?
[20:16] <+indi> They are just modified by moves and Archetypes.
[20:16] <+Polyhedralknight> I like the concept
[20:16] <+indi> In combat there are also different action types that change them
[20:16] <+SirGene> The game is basically generic in terms of back story? we fit the system into our own story?
[20:16] <~Dan> So how would you simulate, say, an archer?
[20:17] <+ChadDubya> the rules are universal, but does it come with a stock setting?
[20:17] <+indi> SirGene yeah, there is a stock setting, which is the next topic after mechanics.
[20:17] <+indi> Dan, let’s build an archer.
[20:17] <+indi> I will go over the moves I like for a standard archer.
[20:18] <+indi> Ranged: removes penalties for ranged attacks and let’s players spend energy to increase range.
[20:19] <+indi> Aim: spend extra turns aiming an attack, gaining an advantage for each turn waiting.
[20:19] <+indi> Multi shot: hit an extra target for each energy spent.
[20:19] <+indi> Retreat: gain 2 defense this turn but must move back 2 units.
[20:20] <+indi> Players get 5 at the start, but those are my favorite four for archers.
[20:20] * ~Dan nods
[20:20] <+indi> There’s also Down, which let’s an attack either do nothing, or instantly kill an opponent with a high enough roll.
[20:20] <+Polyhedralknight> groovy
[20:20] <+indi> it combo’s well with aim
[20:20] <~Dan> You touched on this earlier, but how is damage determined?
[20:21] <+indi> if an attack ties or beats a defense score
[20:21] <+indi> damage is equal to (1 + the difference + extra damage from moves/weapons.
[20:22] <~Dan> Does strength affect melee damage?
[20:22] <+indi> weapons have their own mechanics instead of extra damage
[20:22] <+indi> No, the skill attributes do not effect combat
[20:22] <+indi> this is on purpose
[20:23] <+indi> I son’t want players to compromise their narrative side for more raw power.
[20:23] <+indi> *don’t
[20:23] <+SirGene> good idea
[20:23] <+indi> I will go over wounds and weapon abilities
[20:24] <+indi> then we can do questions and then setting
[20:24] * ~Dan nods
[20:24] <+indi> Wounds scale from left to right in severity, with ones further along taking longer to heal.
[20:24] <+indi> different damage types change what wounds do.
[20:25] <+indi> For example, a slicing wound means could leave an open wound.
[20:25] <+indi> represented by an 0 in the wound slot.
[20:26] <+indi> if a player made a medicine roll to remove the wound they could only change the 0 to a C
[20:26] <+indi> C represents closed wound.
[20:26] <~Dan> (Howdy, MikeMyler!)
[20:26] <+indi> these must heal over time but the slot is open
[20:26] <+MikeMyler> (Heyo)
[20:27] <+indi> so if an attack would fill a wound slot with a C in it there would be a chance of opening the wound.
[20:27] <+indi> opening a wound deals 1 immediate point of damage.
[20:27] <+indi> there are a few more damage types but that’s the concept.
[20:27] <~Dan> Cool.
[20:28] <+indi> for weapon abilities they affect use. A fast weapon can make extra attacks, while a loaded weapon grants a free success but requires an action between attacks
[20:28] <+indi> DOne.
[20:29] <~Dan> Want to move on to the setting?
[20:29] <+indi> I think so.
[20:29] <~Dan> Can you give us an overview?
[20:29] <+indi> yeah, let me pull up a document real fast.
[20:30] <+indi> The included setting is called The Protectorate.
[20:30] <+indi> It is a high fantasy setting with a focus on magic, exploration, and the human soul.
[20:31] <+indi> it adds 10 races, 8 countries, 23 types of magic, and ~49 backgrounds to the game.
[20:31] <+indi> The first thing to know is that mages here are more like the benders of avatar than the wizards of standard fantasy.
[20:32] <+indi> there are also a few more elements, including things like time, light, and magma
[20:32] <&Doctor> 23 types of magic?
[20:32] <+indi> yeah, it’s a combination wheel sort of deal
[20:32] <&Doctor> please elaborate?
[20:32] <+indi> fire and wind can make lighnting
[20:33] <+indi> water and wind make Ice
[20:33] <+indi> the central 4 are fire, water, earth, and wind
[20:33] <+indi> these combine once for 6 more and then again for another 4.
[20:34] <+indi> then there are non standard elements like Time, Light, Body, and Space.
[20:34] <+indi> each type of magic adds extra options to characters who learn them, providing new Moves, Archetypes, and Perks.
[20:35] <&Doctor> So… why play a non-magic user?
[20:35] <+indi> You don’t
[20:36] <+indi> Players begin with a type of magic to enhance their character.
[20:36] <+indi> an archer might learn ice to freeze opponents
[20:36] <+indi> while a paladin type might learn light to create barriers around their allies.
[20:36] <+MikeMyler> Is there a null magic spot on the wheel?
[20:37] <+indi> Technically
[20:37] <+Polyhedralknight> Sounds interesting
[20:37] <+indi> There are anti magic objects and abilities that will counter any magical energy.
[20:38] <+indi> For example, a silver bomb cancels all magic in an area. So a sand mage who has a giant sand shield would instantly lose it.
[20:39] <+indi> this ties a bit into the setting, The protectorate went through a magical revolution similar to our industrial revolution.
[20:39] <+MikeMyler> Are similar magics/opposed magics able to counter one another? So as a sand mage could I undo another sand mage’s magical shield?
[20:39] <+MikeMyler> *a sand or air mage
[20:40] <+indi> Yes. magics of the same type can be countered providing the user knows the ability.
[20:40] <~Dan> You could undune another sand mage’s spell.
[20:41] <&Doctor> that was terrible
[20:41] <+indi> yeah, if they tried to trap a character in sand another sand mage could counter by spending the same amount of energy
[20:41] <&Doctor> but the puns must flow
[20:41] * +indi gets it….
[20:41] <+indi> lol
[20:41] <~Dan> Do all of your settings focus on the application of supernatural power?
[20:42] <+indi> no, just that one.
[20:42] <+indi> There is a deep space setting focused on technological powers
[20:42] <+indi> Backgrounds give players special abilties.
[20:43] <&Doctor> I am not sure that’s very different
[20:43] <+indi> So in the deep space setting a character with the scout background would get a set number of controllable drones.
[20:44] <+indi> The setting also has rules for power suits that enhance standard abilities but are limited by fuel.
[20:45] <+indi> Most settings don’t need extra rules though. I run low fantasy and post apocalyptic with just base rules.
[20:45] <+indi> extra rules are extremely optional.
[20:46] <&Doctor> as far as logistics… you’ve got some ambitious goals for the print run
[20:46] <~Dan> It would seem like at least part of your core mechanics would make it difficult to simulate certain settings.
[20:46] <~Dan> Like, if strength doesn’t affect damage, how would you simulate super-strength?
[20:46] <+indi> Dan, maybe, which ones.
[20:47] <~Dan> For a superhero setting, that is.
[20:47] <+indi> Strength rolls don’t change damage, but they do effect things like grappling and throwing.
[20:48] <+indi> A character with super strength just needs a Perk and Archetype for it.
[20:48] <~Dan> Still… a punch from Superman ought to do some catastrophic damage.
[20:48] <~Dan> Or, for that matter, so should attacks from large creatures in a fantasy or sci-fi setting.
[20:48] <+indi> True, but you can easily simulate that with a Perk and Archetype I think.
[20:49] <~Dan> Quite possibly.
[20:49] <+indi> This is where weapon effects start to matter.
[20:49] <+indi> Most enemies have natural weapon effects.
[20:50] <+indi> Things like bonus damage, throwing effects, or other bonuses can be applied to enemies.
[20:50] <~Dan> I see.
[20:51] <~Dan> Hmm… Interesting.
[20:51] <&Doctor> ?
[20:51] <~Dan> Just pondering the implications of the rules.
[20:51] <+indi> I was gonna mention something about a test but was struggling to find its relevance.
[20:52] <~Dan> Do you include a bestiary?
[20:53] <+indi> Yes, in two forms.
[20:53] <+indi> One is an ability list and scaling list similar to the base rules.
[20:53] <+indi> and the other is a bestiary with the enemies included in the custom setting.
[20:54] <+indi> The setting predates the game by close to 3 years.
[20:54] <&Doctor> How difficult is adjusting the ruleset?
[20:55] <+indi> Trivial, the numbers for difficulties are small and the scale for perks and moves is easy to understand.
[20:55] <+indi> most difficulty checks range from 2 to 5
[20:55] <+indi> and the GM section covers the basics of adding and balancing rules.
[20:57] <~Dan> Is there a limit to character growth? I note the 3 slots next to skills.
[20:57] <&Doctor> the small range of variance in the die is part of what concerns me about tweeking rules actually
[20:58] <+indi> There isn’t a hard limit, but Perks have limits to how many can be in one slot.
[20:58] <+indi> you can’t just stack 3 in one at the start.
[20:58] <+indi> the balance would crumble
[20:58] <+indi> Doctor, how so?
[21:01] <~Dan> indi: What are your plans for the game going forward?
[21:01] <&Doctor> a + or – 1 to the success range yields pretty significant changes and if you start with a 0.6 success rate, that can spike -fast- if Advantages stack with other Perks that change the difficulty or die pool
[21:03] <+indi> Doctor, oh yeah. This is definitely true. There are 3 limiters set to prevent this. First is a slow growth in the amount of perks under each skill, Second is exhaustion, and third is energy costs for moves.
[21:03] <&Doctor> without getting all mathy, a Perk which gives Advantage doubles down on the changes, adding an additional die and improving the success rate of all other die. Counterbalancing that to keep it in line with other Perks when the range you have to work with is fairly tight can be a real pain
[21:05] <+indi> Doctor, this is intended, players who want to be a bad-ass at one thing can do so easily, but they sacrifice in other areas to do so. And, since each perk only affects 1 of the 20 skills, they won’t be able to win everything.
[21:06] <+indi> Dan, I intend to publicly host the rules and then look at either publishing completely or working with a company.
[21:06] <+ChadDubya> Designer question: every designer has a mission or agenda… why did you make this game?
[21:06] <~Dan> indi: Any plans for further settings?
[21:07] <&Doctor> Foil and linen bound at $16 to $20… super reasonable for print costs… I’d love to meet your printer
[21:08] <+indi> ChadDubya, everything is built around letting players create tension by having deep strategic control over their characters strengths and weaknesses.
[21:08] <+Polyhedralknight> Really, My printing is gonna be retail $28
[21:08] <+indi> Doctor, right, the low price is due to non gloss paper and only the full page illustrations being in color.
[21:09] <+indi> Doctor, also the 6*9 form factor.
[21:10] <+indi> Dan, the book only comes with one, I’m unsure about more. I think letting other people create settings would be nice.
[21:10] <&Doctor> non-gloss paper makes a big differernce
[21:11] <+indi> Doctor, yeah. it was huge. I had intended at the start for non gloss since I want the book to look and feel like a tome or grimoire, hence the linen and foil.
[21:11] <+Polyhedralknight> that makes a big difference
[21:11] <~Dan> What games influenced your design decisions?
[21:12] <+indi> and suprisingly linen was cheapen than a color front as well.
[21:12] <+Polyhedralknight> Personally I find the gloss paper hard to read in certain lighting
[21:12] <+ChadDubya> indi, could you elaborate on “deep” control over strengths and weaknesses? Particularly weaknesses?
[21:12] <+ChadDubya> although, i guess i was asking my original question from a market analysis standpoint… what is missing out there, in the RPG world, that you were trying to address as a priority
[21:13] <+indi> ChadDubya, my brother made a character with every point put into offense. he survived by using the parry mechanic to block incoming attacks. Parry can’t block area damage though, so he was constantly in fear of bombs or mines.
[21:14] <+indi> Dan, Iron Kingdoms, Burning Wheel, and parts of Fate where the biggest influences.
[21:15] <&Doctor> Wait Burning Wheel… Can I die in character creation?
[21:15] <+Polyhedralknight> Doctor that is in Traveler. lol
[21:15] <+indi> Doctor, no no, Chimera is no Traveler.
[21:16] <+indi> ChadDubya, in terms of what’s missing, the answer is tension. I don’t feel like a lot of games actively focus on building tension through play.
[21:17] <+Polyhedralknight> Sorry guys but I got to boogie. I got a early client I have to tend to tomorrow. Indi good luck with your project. Looks like you are off to a good start. I’ll spread the word
[21:17] <+indi> ChadDubya, I built every rule interaction around the concept of letting players feel panic and release during key moments of game-play.
[21:17] <&Doctor> so how does your system give me more strategic control than say… d20?
[21:17] <+indi> Polyhedralknight, thanks, goodnight friend!
[21:17] <&Doctor> Nice meeting you Poly
[21:18] <~Dan> Take care, Polyhedralknight@
[21:18] <~Dan> !
[21:18] <+indi> Doctor, you mean standard stuff like D&D
[21:18] <+Polyhedralknight> Thanks guys, check out my KS project also.
[21:18] <&Doctor> link it
[21:18] <+Polyhedralknight> (Link: https://www.kickstarter.com/projects/529669762/pathogen-unclassified-a-roleplaying-game-rpg?ref=creator_nav)https://www.kickstarter.com/projects/529669762/pathogen-unclassified-a-roleplaying-game-rpg?ref=creator_nav
[21:18] <+indi> ^
[21:18] <&Doctor> I mean say… Pathfinder?
[21:18] <+ChadDubya> indi, i think the cycle of tension and release is a solid design choice. can you give an example, related to a dramatic scene (non-combat), where the tension and release cycle is reinforced?
[21:20] <+indi> ChadDubya, yeah. The best example is the Exhaustion mechanic. It allows players to instantly gain an advantage on a roll, at the cost of losing all advantages until they are healed.
[21:20] <+indi> Meaning a player forced to take exhaustion in the middle of a dangerous area immediately loses a lot of their strength.
[21:21] <+ChadDubya> so the tension is about not knowing when they’ll be able to rest next time
[21:21] <+ChadDubya> so they think “man, I’d love to use this, but what if we have way more dungeon to crawl, etc.”
[21:21] <&Doctor> it sounds like the tension is in resource management
[21:22] <+indi> Doctor, mostly, but it treats the characters physical and mental state as the resource.
[21:23] <+indi> Doctor, this is built on top of normal sources of tension like mystery and fear.
[21:23] <~Dan> indi: In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:23] <+indi> Dan, hmm. I think most things have been covered.
[21:24] <~Dan> Alrighty then! Thank you very much for joining us today!
[21:24] <+indi> Doctor, right the pathfinder comparison. There’s control of base attribute growth, freedom in known and chosen skills, custom tailored abilities, and freedom of description to name a few.
[21:24] <+ChadDubya> thanks indi, good luck with your KS!
[21:25] <+indi> ChadDubya, you’re welcome, and thanks for stopping by!
[21:25] <~Dan> As usual, my tip jar is here for those inclined: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:25] <+indi> ^ give this man money
[21:25] * +indi throws wallet
[21:25] <~Dan> indi: Give me just a moment, and I’ll get the chat logged for you and link you.
[21:26] <+indi> Thanks