jdrakeh said:
Untrue. As I noted, it was the first commercially published 'light' version of the d20 system. As it was the
first such system made available commercially, this had, in fact, never been done before
By that definition, the Spell Compendium (an example drawn because it lead indirectly to this discussion) is innovative because it's the first collection of most of the WotC expanded spells. Complete Divine is innovative because the rules for relics hadn't appeared elsewhere.
Is a "light version" of an existing rules set really innovative? Why isn't the D&D Basic game innovative (and I don't consider it to be).
Again, I'll point this out again because I don't want anyone to get the wrong idea, I'm not really judging the quality of a product, just how innovative it is.
Of things that have been mentioned here that I have personal experience with, here is my personal opinion of how innovative it is.
Book of the Righteous - Not really innovative. It's been done before for other systems (Cults of Prax comes to mind). Just because it's the first D&D/d20 product to cover a pantheon in depth doesn't make it innovative in my book.
Mutants and Masterminds - Innovative. The damage system really hasn't been done in that fashion in any game I remember dealing with.
I'm of two minds on the character generation system. It's a cross between Champions & D&D, is that innovative? In this case, I think I could argue both sides of the issue.
Eberron - Mildly innovative. While pulp & noir roleplaying games have been published before, I don't think any had them in a fantasy world.