Ok, so I had a thought this morning....
What if I got rid of Talents for now. Instead, replacing them with Background Options
Each race would get a fixed number of Option Points
For example, Humans would get 6, Dwarves and Elves might get 2 or 3 (since those races already have some abilities, those could be considered pre-defined options, maybe even create specific background options for each race later).
Each Option Point would allow for a random roll on one of the Background Option Tables), or else, they could spend 2 option point to pick a specific option. Some options might have a higher "pick cost" -- for example - "Archmage Abilities" might require 5 Option Points to pick.
The random tables would also have disadvantates as well (things like Hemophilia (2x bleeding), Phychotic temper (Will Save or go into killing fit at slighted offense),Chivalrous (MUST follow chilvarous code of conduct, no matter the foe, if they are sentient), etc.
For picking options, the negative ones would only grant a +1 Option Point, and players would be limited to a +2 Option Points max from this.
Note that the Negative Options would have to be something that apply to the character (i.e. a Fighter could not take a Disadvantage that applied only to casting spells)
Please note that if I implement this, I would be removing the Hobbies, and the "place x points in stats" from Humans. And the Human Kindred Talents would be the only ones that gave additional Background Option Points.
One goal of this would be to keep things short and concise
For example
- Scope Skills (3): Radius and "number of targets automatically doubled for appropriate spells
- Spatial Skills (3): Self only spells may now be cast on others with a range of Touch, Spells with a range of Touch now have a range of 10'
- Transcendance(4): May wear armor while casting at no penalty
- Minor Bane (3):May select one race or type of creature (i.e. kobolds or giant ants) were successful attacks will always deal 1 Minor Wound.
- Major Bane (4): May select one race or type of creature (i.e. kobolds or giant ants) were successful attacks will always deal 1 Major Wound.
- Dire Bane (5): May select one race or type of creature (i.e. kobolds or giant ants) were successful attacks will always deal 1 Dire Wound.
- Ensorcellment Cure (4): Upon touch, magical affliction (lycanthropy, petrification, etc) must make Save (TN15) or be permanently cured
- Herbalist (2): +3 to all rolls involving finding, preparing, or using herbs.
Talents, on the other hand, would be sidelined for now (available for creating races and such, and possibly other uses down the line.
Only rarely would background options make skills favored