The most up-to-date copy is in a .txt file on my PC, and it's missing some other rules (which are in separate files). Hmm, one of my players made a rough edit of the rules. I think I'll update the first post with that copy. That's still behind the times but only by a few months.
love to read it.
May I attempt to analyze your hack in a few ways, and you can correct me as I go?
1- biggest reward system is social and regards investment into the setting (settlements) and payoffs to the PC. The rules for settlements arose for that purpose, as did a few other rules.
2- reducing healing surge regain to 1/full day's rest encourages PCs to travel strategically. The lack of treasure on wandering monsters makes combat undesirable therefore- the PCs need to sneak around and pick their fights to avoid from becoming "spent." Adds a layer of gameplay.
3- Requiring role playing in the regeneration of dailies integrates the PC into the setting. 2&3 together force the otherwise mighty PCs to rely on the towns- a symbiotic relationship.
4- Replacing skills with backgrounds implies character background- therefore, it's nearly impossible to create and play a character without him/her having a history and personality.
5- Random character generation makes skill in-game >>> skill in character building/shopping.
6- Random encounters/terrain makes it run more as a game with a functioning engine. Ideally, this "engine" would be sufficient to run the game with only the help of the DM. Also ensures the DM's neutrality and fairness.
7- Full world encourages exploration and problem solving.
8- Dieties given roles in the world- thus, another useless game feature is transformed into a game feature that affects gameplay. Ie, that jerk filling up dungeons, or priests not cooperating across domains.
Did I hit the main points? Wrong? Anything significant I missed?