19 October 2026

If You Must Be Random

Some players prefer random character creation. (I discuss possible methods of random Ability generation for Omnia in "Methods of Group Character Creation," but here I am referring to the randomization of the values of individual Abilities.) For some, it relieves the pressure of allocating points to various characteristics, unlocks new and interesting role-playing possibilities, and/or serves as a reassuring tradition that reminds them of past gaming experiences. Whatever the case, if you must be random, here is a method to facilitate that in Omnia.

For each Ability, whether it is selected by the player or determined randomly, roll three six-sided dice and take the median. That is the Ability's score.

Example #1
You roll 2, 3, 5. The median is 3.

Example #2
You roll 2, 2, 4. The median is 2.

Example #3
You roll 1, 5, 5. The median is 5.

This will certainly produce some surprises (hopefully without throwing it completely out of balance). Playtesting will be in order, of course.

12 October 2026

Rules and Index Cards

Ideally, the rules of Omnia will be condensable to the point that each rule subsection will fit on an index card. One could then customize one's rule book as needed by including and excluding rule cards and arranging them in a deck or album. This could be altered at any time as the moderator determines whether certain rules are needed or not. Optional rules that are specific to a setting or genre can easily be added. This form of modularity, while not required to play Omnia, provides a format for those who want a simple way to organize their rules and to expand or contract the complexity of the rules they choose.