TheCreatorOfADOM
Explorer
Actually I'm just doing that with my ADOM RPG (see https://www.adom-rpg.com).
As for process: If I had the resources I'd be doing it like WotC.
As for the actual design:
You can see current samples at https://www.adom-rpg.com/samples and the first three blog posts with design thoughts are up, too. More to come.
As for process: If I had the resources I'd be doing it like WotC.
As for the actual design:
- I love OSR, so that obviously would be my base - with the good ideas (especially advantage/disadvantage from 5e).
- I'm adding more classes (to fit my world) but wouldn't do subclasses for the sake of simplicity.
- ADOM RPG will have a simple skill system (somewhat reminiscient of proficiencies in AD&D 2e). Skills use advantage/disadvantage based checks and you can only every once in a while increase a skill by one level - no fiddly stuff like the point mess in 3e.
- No feats. I always disliked their fiddliness and the hundreds of feats you had to memorize. Combat specializations are handled via a few skills (like Mounted Combat, Berserkering, Two-Handed Combat and some more) and aligned with the rest of the skill system.
- Multi-classing more in line with 2e (but with experience penalties for multi-classed characters), dual-classing and (as an option) dual-classed multi-classing. For all races including humans.
- ADOM RPG won't have a Vancian spell system but will use power points to make magic a lot more flexible.
- I like the idea of Bounded Accuracy but IMHO 5e went too far. I like the OSR idea of not everything being in need of balancing but rather requiring players to always be careful and use their brains.
- Modern layout. Full color. Amazing art. Great typography. I just can't stand yet another game that looks like the 80s. Most of that stuff was really ugly. We can do better.
You can see current samples at https://www.adom-rpg.com/samples and the first three blog posts with design thoughts are up, too. More to come.