Because it's still a good system whose writer produces quality content?
While I wouldn’t call it bad, I wouldn’t call it good either. When I first read the rules, my impression was very positive, but my opinion of the system has dropped the more I’ve run it. I think some of it is the kind of sandbox WWN offers is not actually the kind I am interested in running, and the system clashed with that, but there are a few things that I think are general problems.Because it's still a good system whose writer produces quality content?
It seems like it doesn’t get most of the benefits of being a partial expert class, but Kevin explained in the comments why he went that route (more hp, having more non-mage partial classes). I agree with one of the responses there that effort seems like a very mage-y thing. It’d be neat if it tied into something more expert-y feeling like their skills.
One could probably make a good "warlord" with a Warrior/Bard.It seems like it doesn’t get most of the benefits of being a partial expert class, but Kevin explained in the comments why he went that route (more hp, having more non-mage partial classes). I agree with one of the responses there that effort seems like a very mage-y thing. It’d be neat if it tied into something more expert-y feeling like their skills.
’m not trying saying that needing different classes is a virtue or that OSE is doing it right. I was just surprised by how little you actually get in WWN (as well as how much classes in OSE got since it had been my perception they were pretty meager compared to their counterparts in newer editions). Aside from your class abilities, which are impactful, most customization is done through foci in WWN. That’s like only getting feats to customize your characters and few to no class abilities in 3e.
I just found it surprising that OSE classes get more mechanical stuff than what you can build in WWN even with all its extra customization options. That’s not what I expected.
That’s pretty close to where I started. I used the WWN classes as bases and then layered OSE on top of it. I was using 2d6-based skills (because I like non-uniform distribution for skill checks) and had unified mechanics similarly to how you described.In looking at my copy's of both, I think that there is a great game in there if you combined the class abilities of OSE + selected class ability and Foci from WWN...
On of my main complaints about 5e was that over 20 levels you made no meaningful choices after 3rd when it came to PC advancement. IMHO WWN solves this without crazy numbers of feats per PC 5-7. But lacks the solid niche protection of OSE class abilities.
But I also would prefer somethings to be more unified mechanically. Like with OSE - Do we really need thieves skills to be percentile, with turn undead 2d6, With a few abilities on a 1-6 d6 scale, scattered through the classes... Uhh, no.
I like WWN take on a 2d6 skill system - and I think something similar can be carried into OSE classes to unify the disparate class ability rolls. I'd translate everything into a 1d12 scale (You could do 2d6 if you want more reliability).
For me this would be ideal as that scale would translate straight into how reaction rolls and Morale work. So I'd essentially have combat, saves, and magic using a d20, with everything else d12 or 2d6. Roll high for everything.
Kind of a more unified/modern version of OSE.
Not sure about the wide appeal of such a game though, as most seem to be for old school mechanics and aesthetics, or 3-5e systems only.