[quote=Callthecops]I can see how the faction sheet could make it seem like I was creating a super mage, but he's mostly a fighter. The only reason it'd be OP is if I had a super dope fighter who could also throw around tons of magic. I'm thinking my character is a bit worse than yours in straight up combat, and he's squishier but he also has a bunch of magic tricks up his sleeve to even the playing field. Here's a WIP to explain better. [/quote] Alright, found a keyboard, time to comment on this part, as well :P I'm going to disagree with your posit that only people with super dope fighting skills AND tons of magic are OP. No, rather, I'd say that either of those on their own are OP. Remember, we're supposed to be pretty-much-average people going on a journey that far outclasses our skillsets and one that we really shouldn't win. Unless it's been changed into a "all the heroes of the land, let us go fight evil!", though if that's the case then I need to make a different character because mine simply has no place in such a group. It also seems like you're going too far in your compensation for what you see as weaknesses in your character. You make your character "a bit" worse at close combat than the magicless close-combat-specialized knight, and squishier (which, well yes, you're not wearing armor), but at the same time you get back mobility since you're not wearing heavy armor AND you get a "bunch" of magic. I'd suggest that giving a character a bunch of magic to compensate for a little loss in close combat is a net gain in power (without going into the folly of comparing your character to another character who is OP and then claiming balance).