[quote=@Aphelion] Naw, I like the feedback! Yeah, I was thinking it could be really tedious and I've been trying, but it's not really going that fast. So do you think we should still limit it to 4 special moves that require a "cool down", even if that cool down is only a post? Just to have players think about the way they use them? Or ditch the idea, and let them have 4 moves to begin with that have no restrictions other than what the GM puts on them? That way players can be creative with what they write, and still have some structure? Also, gaining ability slots or upgrades could coincide with X number of boss kills? Make it so the veterans are actually, yknow, veterans, while newer people have something to work towards? [/quote] I like the limit of four special abilities with cool downs, but perhaps not have cool downs as the only drawbacks. Here's an example of what I think the abilities would look like: [u]Joe the All Seeing King of Doom or Something[/u] Move #1 Flaming Knife Throw: Joe lights his knife on fire, and then throws it at his enemies. (Name of spec ability followed by desc.) Damage type: Piercing/ Fire (Or something, whatever we decide to put here) Cool Down: None, however, Joe only has one knife, so he must retrieve it before he can use the attack again. Move #2 Raining Fireballs: Giant fireballs fall from the sky in a designated area Damage type: Cool Down: 5 turns As for veterans getting an advantage, here was what I was thinking of for a "Leveling Up" system of sorts: -Your character starts at level 0 -They start with 0/10 XP -They get one XP for participating in a boss fight and losing -They get two XP for winning, but not surviving until the end -They get three XP for killing the boss and surviving the fight -At every odd level, they gain a skill or better tools. For example, Joe's stone dagger may become iron or another more suitable material. Joe may have had a lot of run ins with zombies that increase his speed, etc. -At every even level, they would gain a new special ability slot and a special ability. Perhaps the GM would give three abilities for the character to choose from. For example: "OK Joe, you've reached level 14. Would you rather shoot acid from your armpits, spit lava, or be able to summon a magical pterodactyl?"