I would classify it as an extreme variant of 5E. I intentionally changed a lot of the names and numbers, so players who were familiar with 5E wouldn't get confused between the games, but most of the underlying mechanics are still similar. Like, I have stats that go from 1-10 (instead of modifiers between -4 and +5), and you have a Training bonus that goes from 6-10 (instead of a Proficiency bonus that goes from 2-6), but the standard check is still D20 + stat + training bonus against a fixed Target Number. You still have classes, and sub-classes, with a new feat every three levels or so.That looks nice. Is it still based on 5e or did you eventually step away from it enough to be something else entirely?
Also, is there some sort of free preview/quickstart guide for your rules that one could take a peek at on that site?
That sound about right. As it turns out, though, I was wrong about that. Rolling an extra die is way more efficient, and it's actually pretty rare to have more than one instance of advantage or disadvantage in effect at once.Ps: I think I vaguely remember you advocating for -2/+2 on advantage/disadvantage back then, instead of the extra dice.
1) Ability Score Increases
2) Excessive Healing
Really? That's odd... I thought the whole purpose of Bounded Accuracy was to keep AC relevant even at high levels. Yet what you described feels pretty much like what happens in 3e after a certain level, hit rolls being so high that player AC becomes practically pointless.
I thought the purpose of the lower Proficiency Bonus in combat was precisely to keep AC meaningful. Just by glancing at the rules it seems that a level ~10 character would have around +10 to-hit, which means he would still miss an AC 20 almost 50% of time.
Am I missing something important here? What else contributes to a higher enough hit roll so as to make you almost never miss?
In general we have the option of changing the required lengths of short and long rests. However this does not only affect healing, but every ability that recharges by resting.
That sound about right. As it turns out, though, I was wrong about that. Rolling an extra die is way more efficient, and it's actually pretty rare to have more than one instance of advantage or disadvantage in effect at once.
I would look at giving more feats with less power as a possible change. This way PCs can branch out more and maybe separate more from others in the same class.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.