I started thinking about this last week and tonight I started searching on Google with no real luck. Then just as I am about to give up for the night I decided to check back through the threads here on enWorld and I find it sitting right at the top, figures.
I've been thinking of making more of a classless system, but might change that approach as I'm still debating it. Here's my general ideas so far:
WotC’s d20 Cthulhu had only two options for character design, an offensive or defensive character. Green Ronin’s True20 has three base classes. I like the general concept of simplification, but allowing for diversity and complexity at higher levels.
4e introduced defenses in place of saving throws. I really like that but am wondering if it might not be streamlined a little more.
Several new games introduce reduced skill lists. I’m all for that. However following the first point I like a concept from d20 Cthulhu which was that the player chooses what skills are class skills for the character. I prefer Pathfinder’s skill advancement.
Green Ronin’s True20 gets rid of traditional ability scores by making the modifier the actual score. So instead of having 18 intelligence with a +4 modifier you’d just have a 4 intelligence, simple and quick. They also use a point buy with only six points to purchase with between the six abilities. I checked the ability average from the 4e PHB where it lists the table for possible point buy stats. The average is 6.4 so Green Ronin is pretty much on target.
I want to balance the races a bit more by converting certain abilities into feats and other aspects racial talents similar to what was found in d20 Modern and Star Wars. I also like Pathfinder’s trait system.
I like action points. Trailblazer offers a unique twist to action points I like. I also like how they are used in Star Wars and d20 modern, as well as a couple of other games.
4e introduced fixed hit points which I really like, but think it needs to be a little more diverse. I like second wind, but think it can be improved. Trailblazer does it a little differently which is a good start. The goal of second wind is to eliminate the 10-15 minute adventure day. Another aspect introduced by Trailblazer is that the rest resets almost everything as if a whole day had transpired, leaving only certain things to reset with actual extended rest.
At will abilities should also be in the game. However I don’t like dailies, at least how they are designed. I want a system more along the lines of traditional D&D or Pathfinder. I also like the concept of magic being universal with players choosing to focus in how they use it. Trailblazer has an interesting approach to magic that might work if only as a guideline.
Green Ronin’s Dragon Age RPG as well as free online RPGs such as Microlite20 and Dungeonslayers are designed with old school feel, aiming for simplicity and quickness of play. Castles & Crusades also tries to do this. I want to design the game so that character design is a small selection of choices and you’re done.
Now that I have mentioned some of my beginning design thoughts here’s a general look at how it might come into play designing a character.
Step 1 Decide on character concept
Step 2 Determine abilities
Step 3 Pick characters progression: either defensive or offensive may changed every level
Step 4 Pick discipline: martial, specialist, or supernatural
Step 5 Determine initial talents, traits and feats by:
Pick traits: background, race, social status, and so on
Pick talents: determined by current discipline
Picking feats
Step 6 Purchase Equipment
Step 7 Calculate defenses, initiative, and speed
Step 8 Finish character information, such as name, family information, etc
Well that’s the general start to what I’ve been thinking. Thoughts?