Hi enrious, I think that Skull and Bones will have a voodoo system. I'm looking forward to that.
I would like to see two things:
1. d20 Tamriel. This is the game world used in Bethesda Software's Elder Scrolls series. I don't like computer game cross-overs but this one really is one of the most interesting high magic settings around and I think it would be a great tabletop setting.
2. Here is a copy of something I've posted before on a different thread in response to Bastion Press' Arms and Armor:
It doesn't sound like what I thought it was going to be. I was really hoping for a book that researched the history of weapons and armor and discussed their evolution as well as providing game stats. This would make it a great tool for fleshing out the world and having appropriate weapons in the right places. It would also help the DM who wants to place his campaign in a setting based on a certain historical period rather than D&D's mish-mash of history. This book sounds more like just a bunch of random freelance submitted doo-dads piled up in big lists with little context. Is my assumption wrong here?
I would really like to see an arms and armor guidebook that is organized by historical period which explains the relationships that the weapons have to one another, why they were developed, and the tactics employed with them.
Arms and Armor of the Paleolithic and Neolithic
Arms and Armor of Egypt and Mesopotamia
Arms and Armor of Ancient Greece
Arms and Armor of the Roman Empire
Arms and Armor of Gupta India
Arms and Armor of Medieval Africa (What are the best sources here? Mali?)
Arms and Armor of Shogunate Japan
Arms and Armor of Imperial China
Arms and Armor of Dark Ages Europe
Arms and Armor of Rennaisance Europe
Included could be rules for weapons made from different materials: stone, copper, bronze, iron, etc. Steel, mithral and adamantine are already covered in the DMG/PHB though, but repeating the rules here for easy reference wouldn't hurt.
Info on the siege weapons, chariots, war elephants, etc. of different eras and locales could be included as well. It would include stats, feats, new uses for the profession and knowledge skills, etc.
You could have a second book in the series detailing legendary magical items - all artifacts, no effects:
Arms and Armor of Legend - Excalibur, the sword from the cave of Grendel's mother, the armor of the Green Knight, Perseus' shield, Thor's hammer, etc.
I don't really need to see more rules for new weapon effects, myself. We've got one for just about every possible stat permutation and sometimes they seem to be driven more by game mechanics than concept.
Yet another book could continue the progression into the modern era - Colonial Era, Industrial Era, World War I, World War II, Modern Era. Maybe you could include vehicle rules.