
Idunnojohnmaybe |

I'm working on an RPG at the moment (I seem to be saying that a lot, lately), and I am at the stage where the core rules are down and it's primarily the options that need to be filled out.
In this game the options are things like spells, feats, class abilities (like feats), equipment and so on.
The idea of the game is that the each class has a considerable scope for customisation. This is through skill, feats and talent selections. Another aim of the game is to remove anything that doesn't need to be strictly plied in concrete, and leave it to the GM and Player's to play out through role-play.
So, the question I have is; how much is too much variety? Should the core rule book have 100' of options allowing hyper specialisation, or should it remain broad and general and provide maybe a handful or so options (about 40 abilities to choose ten or so from) from a list?
I think keeping things smaller maintains flavour and atmosphere, whilst providing more and more option provides scope and opportunity.
Is there some happy medium? Any ideas? Is there a stage where there are too many options?
Help, as always, is gratefully received.