Writing my way through the perks chapter led to well, a lot of things, but specifically to the Spell Weaver perk. Right off the bat, it needs help because “spells” are now called “powers” to help the base rules feel a little more flexible for other genres.
Spell Weaver allowed high attributes other than Metaphysical to contribute spellcasting actions. This became a problem because 1) the new Bonus Action perk lets you pick which skill to which you want your bonus action to apply, so there doesn’t need to be a separate perk for Magic (formerly Cast Spell), and 2) the perk implied that actions have a character to them – that they’re inherently tied to an attribute. Which isn’t really necessary anymore, not with the decoupling of attributes and skills, so I found another chance to streamline some rules.
With this in mind, I removed the Free Actions rule because it implied that actions are always tied to an attribute. Now, they’re just actions. PCs get three per round. And the GM, instead of needing to choose one of twenty skills each time she asks for a contest, now just needs to choose one of three attributes – whichever is closest to what the character is up to. The player can add skill points to that contest if he has skill points that he thinks (and the GM agrees) would be relevant to the task at hand.
PC: I chuck the superball so it bounces off the wall, going around the cameraman and into the reporter’s face.
GM: Dayley Cummings begins her report…roll a Physical contest.
PC: (rolls) I’m adding Knowledge (skill points), since I studied geometry and physics in undergrad, for 16.
GM: Sounds good. The ball makes a nice thump as it hits the wall, and hurtles mercilessly toward Dayley (rolls difficulty contest)…