The "near miss" for skill failure isn't something you've mentioned before except talking a little about glancing blows. From talking about reaching target DCs it seemed that it was boolean success/fail like D&D. Can you expand on it?
My concern was it is so easy to make a sub-optimal character because even the slightest deviation below expected will have a huge drop in success. That's something I think should be avoided in system design.
the near miss at present is a miss of just 1 point off, which in this 2d6 system is a lot.
but i also have glancing blow which is the result is a tie, resulting in half damage in combat.
the near miss is in place so that if you get close, you only half fail at something.
i find in dnd the chance to hit goes up so fast that ac can't keep up unless your a +3 shield wielding tank.
by making draws result in half damage and near misses cause 1-2 points of damage (which usually mean 0 if it hits armour)
combat lasts a little longer then 2 rounds
i want combat to feel like your actually trying to open your opponents defences and strike the fatal blow rather then swing, kill, swing, kill, swing, kill
the idea is that the bound mechanics will assume you are average at everything, through your training choices and skills and feats you should find you get to an almost auto pass on everything
average.
the idea is the dm is to throw your group in the deep end, send on mission impossible where the advantages you have min maxed to get are a necessity in order to succeed.
in combat a veteran archer will be like legolas, practically never missing the average foes, but the harder foes that come along are suppose to be there to throw a spanner in the works, to force team work in the groups to overcome.
something i feel dnd doesn't do very well, you have your front lines, you damage dealers and your support, but in most scenarios if the enemy gets into melee with the damagers like wizards they are forced to get out of there and not do damage.
instead of tanks wrecking havoc in melee, wizards casting spells and support providing buffs, combat usually ends up being
tanks do all the work, wizards run away till they get a clean shot and supporters chase the wizards and tanks trying to top them up with healing
(note this does depend on the dm and level but i have noticed a pattern)
while I'm sure similar things will occur in my game at times the very monsters them selves will be a wild card.
an example of this is my entry for troll.
in my bestiary instead of weakness to acid and fire it says:
2 weaknesses, roll on chart to determine which
it might have a double weakness to electrical
or might roll a double 6 and have none
or a weakness to water and sonic
but only the dm will know, your group can throw fire at it like you would in a normal game, but it may actually be immune to fire.
this factor makes the game even more fun in my opinion as it removes something that a lot of dm's feel is meta gaming
so in summary the game will work on you having a 10 in every stat, the balance should automatically occur from advisories being better then average like you and from the dm throwing you on harder missions.
This sounds awesome, and if you work out the tables for it I would very much love to see them.
i will try to find the 5e conversion chart i made a year ago, it is what i am basing my current one on, it may take a while though as i have notes and files everywhere.