I never got the ESD myself, but then again, lacking a credit or debit card doesn't help to much on that.
I have begun to convert over Darkmatter, and for that fact, Alternity as they are the same system. It would not use the d20 license if it ever got that far enough for publishing, but I doubt WOTC would allow that to happen anyway since we would be using a product name that they originaly created and then did away with.
I keep the classes the same...Combat Spec, Tech Op, Diplomat, Free Agent, and Mindwalker. I kept the skills the same from Alternity and Darkmatter, meaning that there are broad skills and specialty skills. I did away with Base Attack progression as all combat related things, like weapons and unarmed combat are now skills. Skills increase incrementally, not just one point per rank. Now, to get a specialty skill to rank 3, it costs 3 character points to increase it to rank 3. 6 points for rank 6, and so on.
If its a class skill, then the cost is 1 point less.
Psionics are skill based, as in Alternity. Magic, if playing Darkmatter, is also skill based. There would be a whole slew of new feats.
Character progression still uses the standard Saves because the Saves do make a lot of sense. Debating if using Defense, ala Star Wars would work, or just using a system where each attack roll is compared to a defense roll.
This system does away with the simple charts in standard d20 with situational modifiers, so instead of having a concealment rating of a percent, if its really foggy then the attack roll suffers a -6 modifier to the attack, or something like that. (This is just an example). All situational modifiers affect the attack roll, not the defense rating or defense roll.
When creating a character, you don't roll for ability scores. Instead you spend 9 points among three categories: Raw Talent, Educational Level, and Wealth. You are limited to a maximum of 5 points in a single category, and you must put at least 1 point into each category. The categories use the following charts, and once this is figured then the points you put into the categories are then modified by the class you take:
Raw Talent - provides starting ability points
1 28
2 30
3 32
4 34
5 36
*6 38
*7 40
Educational Level - provides starting character points
1 30
2 35
3 40
4 45
5 50
*6 55
*7 60
Wealth - provides starting funds
1 3d8 x 100
2 5d8 x 100
3 6d8 x 100
4 7d8 x 100
5 8d8 x 100
*6 10d8 x 100
*denotes a result that can only be attained if your class modifier takes you up to this result.
Class Modifiers to above categories:
Combat Spec: +2 points to Raw Talent
Free Agent: +1 Point to Educational Level, +1 Point to Raw Talent
Tech Op: +2 points to educational Level
Diplomat: +1 Point to Educational Level, +1 Point to Wealth
Mindwalker: +1 point to Raw Talent, +1 Point to Educational Level
Raw Talent points are spent on Ability Scores as normal, they start at 8 and go up from there if your used to the chart in the DMG.
This system is used to denote that not everyone is the same and you have the choice to dictate just how much talent your character will have.
The other unique factor in this system is gaining levels. When you gain levels in this game, your character gets Character Points instead of skill points. Character Points are accumulated for your skills and Achievements that you want your character to have. This system will replace the standard get-a-feat-every-3-levels syndrome.
It would use the Vitality and Wound Points system, as Hit Points to me just don't work to well.
That's all the ideas I have so far, so if anyone has any input please don't hesitate to speak....errr.....write.
What do you think?