This is why I'm usually iffy on fantasy heartbreakers and D&D killers.I backed DC20. Since doing that, I've heard some of Dungeon Coach's design ideas. The guy has been in the hobby for less than 5 years. He's basically played no games besides 5e D&D (maybe he's looked at PF2).
Routinely when he's talking to other content creators he's like "oh, I haven't heard of 13th Age" and "what's Savage Worlds."
DC20 is trying to reinvent the wheel in a lot of ways ... just because the designer has never seen a bike before.
To me the best way to make a new standalone designed to switch people to it is to
- Determine a main premise for the game
- Collect ideas that match that promise from several additions of the game you're basing it off of as well as other RPGs.
- Fill in the gaps with your own original idea
- Cut and adjust so everything works together
Selling your own book of house rules on top of another game as it's own game does not sound easy. Which is why you often here a press of emotion about these types of games themself and the mechanics or settings.