Warning: Massive wall of text. Sorry, but I don't subscribe to the "tl:dr" ethos. I'm not desperate enough for approval that I'll butcher my thinking/reasoning due to other folk's attention span. You've been warned.
I agree with nearly all of your points there (the snipped stuff).
w00t! I'm shallow enough that I enjoy finding out someone else is on the same wavelength as I am. I spend way more time thinking about this stuff than... I dunno... Probably some folks that do this for a living. Too bad I can't actually get paid for it.
The only thing I might differ notably on is Feats - personally, I think they could do with a relabeling (e.g., Advantages, as in DCA/M&M3), but otherwise benefit from, most of all, a trimming down. A "neatening", as it were.
Yeah, I can see that. Feats are problematical. They're a major source of complexity in the game, both because of the nature of being exceptions to the rules, as well as the sheer number of differently balanced ones, the lack of a really coherent balancing system for feats, and on a more subtle track they also imply things about the rules.
The rules implications happen because when a feat is created, it suddenly says "Because I'm explicitly being created, I'm an important exception to the rules. Therefore, even if you didn't realize it before, I'm now highlighting the existance of that rule. Further, even if the rule didn't actually exist before, the fact that you've created a feat which explicitly gives permisson to do something, means you've also created a rule denying everyone else the ability to do whatever it is the feat was created for."
It's a sort of strange little loop you get into.
I kinda go around on the whole thing. With an explicit goal of having a simpler system and then people can "step up" to the more complicated one, I'd dump "Feats".
In their place, I'd have "Achievements". These replace the idea of Feats, although you could bring certain feats over to the Achievement system.
So for example, you could have the Power Attack achievement. It's similarly set up like Power Attack the Feat, but it doesn't change/grow as the character levels. It's a fixed trade of x amount to hit for y amount of damage (say -3 to hit for +5 damage for example).
Instead of screwing around with pre-req feats in order to get the feat you really care about, simply make them level based. Or, depending on how you envision your ...hmmm...
Ok, I'm officially going to refer to my approach as the "Footpath" system. It's my name, you can't have it.
Anyway, continuing my thought...
The way I'm starting to view my Footpath system, there's the tiers that have been talked about in relation to 3.x and it's sort of the thinking behind E6. If you're not familiar with the tiers, here's what I mean (taken from here:
[necro, goodness] E6: The Game Inside D&D - RPGnet Forums )
Levels 1-5: Gritty fantasy
Levels 6-10: Heroic fantasy
Levels 11-15: Wuxia
Levels 16-20: Superheroes
Now, the names aren't from Ryan Dancey I don't think, but the basic idea is that every roughly 5 levels of D&D, the style changed.
Based on what I've experienced over the years in both 3.x as well as Pathfinder, the game sucks after level 12; this is from my perspective as a dude that doesn't play casters (which D&D and Pathfinder are all about) and therefore sticks with beat'em fighter type characters. I also like things to move quick and hate keeping track of additional rules and stuff; after 12th level the book keeping seems to just exceed the payoff. That book-keeping is also a reason I avoid casters.
So, Achievements would be "tiered". Basic, Trained, Expert, Master (I wish I could figure out a logical nod to BECMI, but my BTEM is the closest that still makes sense in terms of what the words actually mean

)
Levels 1-3: Basic
Levels 4-6: Trained
Levels 7-9: Expert
Levels 10-12: Master
Now, what this does is make the whole Achievement thing easy. When you reach a new Tier, you pick a new Achievement. And it is "tier" not level, so a Master level character will have 4 Achievements. Achievements may be taken from your current Tier or any Tier below your current Tier.
It also provides a bit of overlap in terms of the way the game is evolving, by explicitly bumping characters into different tiers; 3 level tiers on top of 5 level game. Evolution. It also brings to the forefront of the player's mind what their character is like in relation to the rest of the world. It also provides a framework for possibly introducing additional rules; such-and-such rule might be considered an optonal one to bring into play at [whatever] tier.
Now, my personal inclination for Footpath would be to _also_ allow for an Achievement to be replaced. If you choose not to replace an Achievement, that's your business. But for those players that want to, then the option is there. Replacing an Achievement is done when a character levels.
The idea is that the system mastery element is downplayed by letting a character replace Achievements and since the design of 3.x is around 13 encounters to level, it'll probably give them enough time to decide if it works for the game they're playing or not.
And yes, allowing Achievements to be replaced at character level using the wording I've given means that at 10th level a character could have 2 Master Achievements (1 new one, 1 Expert replaced with a Master) and 2 Expert Achievements. At 12th level it means a character could have 4 Master Achievements. I'm fine with this. If people want to force characters to keep lower level Achievements, I think it should be done via making them desireable, not gimping a character. If that's a problem, you can add explicit wording indicating that an Achievement can only be replaced with another Achievement of the same tier.
You can also tune things then by giving a specific Achievement to certain character classes, or allowing them additional choices from specific tiers. So for example, the Fighter might get a specific Achievement given to them at level 2, and an additional Basic Achievement of their choice at level 3.
When moving from Footpath (or whatever you call your version of Basic Pathfinder), the Achievement system can be dropped and players can once again revel in the ... whatever it is... that is the current Feat system.
So... Yeah... Achievements. Follows some of the rules as Feats and you could even bring your idea of "cleaned up" Feats over as Achievements. As I've already indicated, I'd do them as basic fixed bonus type things in most cases. If you wanted to get fiddly with them, then the tier of Achievement would be based explicitly on what it's doing. So a basic bonus type Achievement might be a Basic tier, whereas Vital Strike might be an Expert one. For purposes of bring a Feat over to the Achievements system, first look and see how many pre-req feats are required. That's going to provide a base level for it. Then, LOOK AT WHAT THE FEAT ACTUALLY DOES. I'm sick of feats that force you to take a (series of words that ENWorld censors) low level feat, just because they don't want you to have it until a certain level.
Your character shouldn't be gimped and the Feat system gimps it without careful choices and playing the system mastery game, often via the supplement route.
Regarding who it's designed for, that depends in part on who "you" happens to refer to, in the quoted sentence. And it seemed, a while back, that there was significant interest in a simplified Pathfinder game - basically, with a stripped down, streamlined, sleeker and faster engine. Not sure where all those people went!
Well, my continuing to point it out is mainly a function of being aware that while multiple people might contribute to this one idea (Basic Pathfinder) each one is likely oing to be designing it primarily from a "selfish" ("this is what I want") perspective, rather than a broadly appealing/marketable ("this is likely to appeal to new gamers" or "this is likely to appeal to rules-lighter loving fans of Pathfinder").
As for where all those people disappeared to? Well, some of them are just oing to sit here and wait for Paizo's version and then they may or may not tweak it. A bunch of others fall into the category of "I approve of someone else doing the work". It kinda takes a sack that clanks to put yourself out there with explicit design/rules ideas. You're basically claiming to be at least as good as a "real game designer" and opening yourself up to be a target of either folks that are aggressive optimisers, who will shred you for the abuses they're capable of achieving with your rules suggestions, or people that do actually have a better knowledge than you do and have finally been moved to respond by a particularly stupid idea you've got.
And of course there's also the simple disagreement that comes from differing goals, which may or may not be stated as such. Sometimes people confuse goals/playstyles with some sort of immutable fact. That's one reason I try to make it clear where my biases are coming from and why I want to do whatever it is I'm suggesting. I'm not immune from thinking my ideas are better or "right" or "logical conclusions"; I just happen to try to be more up-front about it.
Ideas like this can be nifty, but... Well, there was Fantasy Concepts. Everyone talking about how great Star Wars Saga was, how the next edition of D&D should be like that, how they'd love to run D&D using SWSE... So Flynn actually sat down and found every single OGC rule he could, with the explicit purpose of creating a Sword & Sorcery rpg that used rules which seemed to have been lifted and used for SWSE. His OGC Declaration is impressive.
I also don't know of a single game having been run of it.
Heck, I'm one of the few people I know of that _bought_ it and I haven't run it. In my particular case, S&S isn't a style I happen to be into these days; I like things turned up to 11, not down to 3 like S&S style games usually are.
I bought it because I think it's one of the best rules-bases there is to start with and the whole thing pretty much is OGC. It's one of the core foundations to a project I'm currently working on. Some of the ideas I've posted here already are also taken from that project as well.
My point though is that while here might be folks kicking around online tha think it's a great idea, when it comes to fingers hitting keyboard, there's a heck of a lot fewer of them. The reasosn for that may or may not be "valid" but... it is what it is.
So yeah, that doesn't help, in terms of knowing what "the majority" might be interested in. The majority of a niche within a niche... within a niche, that is.
At this point, I design for myself. The market is so flooded and gamers have such short attention spans while requiring so much of a product, it's not really worth it otherwise. I design with the idea of "I want this to do that" and "I think this would be a great way to introduce this to a particular audience". And by those 2 goals I don't mea, "Someone would be willing to pay for this". I literally mean _I_ would be running the game for this or that audience. If someone else happens to dig it or wants to run it? Groovy. But at this point, I assume everything is a complete waste of time and done strictly for my own personal amusement.
It's the only way to design with "integrity" and remaining true to your vision, regardless of how clear or muddled that design and your goals are in the first place.
I think a game with (virtually) all choices pre-made for the character(s),
For instance, let's do "Fighter". Instead of "Bonus Feats" at 1st, 2nd, and 4th, simply give "Weapon Focus" at 1st, and "Weapon Specialization" at 4th. (We can leave the choice of weapons up to the player; that's a small, stylistic choice.) At 2nd level, we'd give, I dunno ... some, other feat (hey, this is back-of-napkin level stuff here, bear with me).
Yeah, I mentioned something similar in my response to Herremann. I think a _better_ approach would be 2or 3 designs that go with each lass though. That wa you can have someone grab a basically already optimised version, which also means ou can potentially have a game up and running in 15 minutes or less. But presenting it as pre-done build options allows for people that want a more nuanced or even (dare I say it?) "roleplay" approach (meaning a character that has been made explicitly without regard to combat viability) an option to still play as well.
Pre-done builds also act as a touchstone for folks new to the game to see if they're "doing it right" allowing them to look over and see if they've missed critical bits. And of course, someone slightly more experienced can take a pre-done and tweak it to suit their needs as well.