Emerikol
Legend
I've long thought that the 3e chassis is a good chassis despite my preference in many ways for 1e's way of thinking on certain things. I can see some good though in all editions.
- BAB, pretty much 3e.
- Backgrounds, yes. A background will give you some skills, a contact or two, maybe membership in some organization.
- Skills, a simplified system for sure. Your background and class determine skills. You can improve them as you advance.
- Feats, yes but like 5e much better and far fewer.
- Energy drain, rust monsters, etc... like 1e.
- A healing factor that goes up with level. So when a cure light wounds hits you, you get the die roll multiplied by your healing factor. This draws from 4e.
- No non-magical healing though. Daily rests.
- Spells would work a lot differently. No cantrips but you can cast some spells even at first level that last all day and give you some benefit. This makes utility magic worth having at low level.
- Most spell effects are not based on level. Saving throws are based on level and spell DCs are based on caster level.
- Spells are also more easily disrupted and tend to take longer to cast in some instances.
- Advancement is uniform but slow like in earlier editions. The early levels go quick but then things slow down mid-level and creep at high level. 20th level is a five year proposition.
- All saves are based on attribute and class like 5e.
- Most things can be attempted with an attribute check but skills do add.
- Advancing a skill has diminishing returns.
- If you are surrounded by enemies even at high level you are going to get hit.
- And of course no dissociative mechanics!
Anyway. Just some thoughts on game design and what I like.