Hautamaki said:
1) A scaled system is used for ability checks, attack rolls, etc. Low level characters begin with 3d6, and add a d6 as they gain levels. What this results in is scaled randomness. Because of the bell curve, unbelievable results, like toads beating polar bears, is basically impossible (especially in light of other rules). However, the scaled dice means that luck still retains some significance even at high levels.
Sounds like you want to play GURPS, which uses a 3d6 resolution mechanic, and skills modifiers are purchased at an increasing geometric cost, in keeping with the bell curve.
2) Character's based stats are rolled 2d6 + 6. The bonus derived from stats is 1/3rd the score. [...]
If you're really worried about randomness in initial stat creation, why not use one of the DMG point buy methods? With your 2d6 + 6 method, the odds of getting an 8
or an 18 are actually increased, and the middle-ground is diminished. Still seems stressful to me.
3) My base stats are Strength, Agility, Perception, Vitality, and Will. There's no charisma, wisdom, or intelligence, because to me those are role-playing stats.
I don't neccessarily agree that current three mental stats are purely for just roleplaying the character. There are definitely situations where a hign Int would be mechanically beneficial (researching in a library, for example.) And obviously, dropping these stats wouldn't work for a more "standard" game which does include spellcasters. It's one thing to have a low-magic campaign. But a low-magic
system which makes spellcasters mechanical unfeasable... you can't even really call it a D&D variant anymore.
Charisma can definitely influence NPC reations and dealings. If I'm a shy, not terribly eloquent player, am I penalized in your game because I'm not able to
act as charismatic as I claim my rogue is? Also, you might want to take a look at the thread around here which suggests using Charisma for Will Saves, thus decreasing it's status as a "dump" stat.
Also the skill/class system seemed kind of inelegant to me.
You might want to take a look at how
Iron Heroes does skills, which lumps them into groups. Adding one point into a group (like Athletics) increases
all skills in the group by one point (Jump, Swim, Climb, ect.)
4) As someone who has trained and competed seriously in mixed martial arts, I have a much better idea than 99% of the world how real fights actually go down.
That's nice. But as you yourself seem to realize with your other statements, modeling "real world" combat doesn't neccessarily lead to workable and balanced game mechanics. Or even "fun" ones. For systems which do add a lot more detail to normal "swing/hit/swing/hit" combat, I again suggest
Iron Heroes for d20, or
GURPS which contains a greater element of tactical combat.
5) I conduct my campaign basically as a low to no magic campaign. [...] Based on that criteria, it's pretty easy to see that not only are magic using classes more powerful, they are also more inherently 'fun' than fighter classes.
I already commented on the low magic campaign thing. As for the idea that spellcasters in the standard game are more powerful and more 'fun'... that's highly debatable.
6) Because of the way I redesigned the rule system from the ground up, silly things like these basically disappear. [...] And this is totally realistic. Do you think Hulk Hogan in his prime could take on 6 ordinary yet determined men with baseball bats at the same time? Even if he had a baseball bat of his own? Of course not.
Nope. But Conan could
D&D, as a fantasy game, emulates fantasy tropes more than real world ones (though one could argue the world of pro wrestling is fantasy as well.)
But there's already methods to handle these sorts of things that don't neccessitate rebuilding the whole system. The Mob rules from DMGII are good for the army vs. party scenario you mention. The Grim and Gritty rules that float around on the boards are servicable, too.
I'm not saying there's anything inherently wrong with your suggestions. But if you see so many problems with D&D, why not simply find a game system which matches your style of play better? Again, I'm thinking
GURPS would be right up your alley. Or, if you're going to make so many drastic changes, just design your own game from scratch, and forget about trying to make it a D&D variant.
Or you could just call it 4E