I took my notion back to my lair like an old bone, and gnawed on it until I came up with the TAFFT system. There are existing d20 systems that take a similar approach, True20 notably, and I probably need to take a look at ACKS (Adventurer Conqueror King System), but here's the basic idea:
Design Principles
1) This is D&D. Character classes, leveling up, polyhedral dice, fireball spells, etc. The goal is to have a very simple d20 system at its core, pulling in rules and complexity only when desired. A whole group of people should be able to create new 1st level characters in 30 minutes or less, and just start playing.
2) Four character classes only: Cleric, Fighter, Mage, Rogue. All character concepts should be doable with those, in combination with what Feats you choose. Multiclassing is allowed and encouraged.
3) There's A Feat For That - Do you want to be a barbarian who rages, an archery expert, a wizard who specializes in necromancy? There's a feat for that. By using Feats, you can customize your character to get just the character you want to play. Feats are also where game mechanics lie dormant until needed. How does Flanking work? It doesn't exist in the game until you take the Flanker feat - now you get a +2 bonus under certain conditions, and nobody else has to worry about it. If you personally like Action Points (where you get to add some bonus dice to a roll that needs a bump), or a Luck mechanic for re-rolls, you can take that as a Feat and play that way. The rules stay simple except when they come into play for your character's special abilities and your own favored style of play. Because feats provide so much definition for characters and game play, you get a Feat every time you level up.
4) Use the SRD, but sparingly. For things like magic and equipment, it's useful to rely on the phenomenal resource that is the d20 SRD, but only as necessary.
Character Creation (v.0.2)
Roll
for stats in order, best 3 out of 4d6 for each.
Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma
Swap any two stats to help play the class you want.
Choose
race
Human:
bonus feat
Dwarf:
-1 Dex +1 Con
Blindfighting
Low-Light
Vision
Toughness
Elf:
-1 Str +1 Dex
Bow
+1 to hit
Hearing
+2
Speak
w/Forest Creatures
Goblin:
-2 Str +1 Dex +1 Con
Missile
Attacks +1
Sneaky
Trollblooded:
+1 Str -1 Wis +1 Con -2 Cha
Low-Light
Vision
Magic
Resistance
Passes
for human
Smell
+2
Sunblind
Choose
class
Cleric - Armor: Any but plate. Weapons: Any simple. Hit Dice: 1d8.
Access to Divine magic. Saves: +1 Fortitude, +1 Will.
Access to Divine magic. Saves: +1 Fortitude, +1 Will.
Fighter - Armor: Any. Weapons: Any. Hit Dice: 1d10.
+1 to all Attacks, Expanded feat selection for combat. Saves: +1 Fortitude, +1 Reflex.
+1 to all Attacks, Expanded feat selection for combat. Saves: +1 Fortitude, +1 Reflex.
Mage - Armor: Cloth. Weapons: Dagger or staff. Hit Dice: 1d6.
Access to Arcane magic. Saves: +2 Will.
Access to Arcane magic. Saves: +2 Will.
Rogue - Armor: Leather. Weapons: Sword, bow, and any simple. Hit Dice: 1d8.
Thief skills and backstab ability. Saves: +2 Reflex.
Thief skills and backstab ability. Saves: +2 Reflex.
Calculate
stat bonuses:
3:
-4
4-5:
-3
6-7:
-2
8-9:
-1
10-11:
0
12-13:
+1
14-15:
+2
16-17:
+3
18:
+4
Examples: A 13 Strength gives a Strength bonus of +1, and 9 Charisma provides a Charisma bonus of -1.
Examples: A 13 Strength gives a Strength bonus of +1, and 9 Charisma provides a Charisma bonus of -1.
Calculate
secondary attributes:
Melee
attack: Str bonus
Missile
attack: Dex bonus
Hit
Points: Roll class hit die three times, take best roll and add your
Con bonus
AC:
10 + equipment bonuses + Dex bonus
Move:
30 ft, or as dictated by armor.
Dwarves
max 20 ft, Goblins max 25 ft.
Saves:
Fortitude:
10 + better of Str bonus or Con bonus
Reflex:
10 + better of Int bonus or Dex bonus
Will:
10 + better of Wis bonus or Cha bonus
Apply
race/class bonuses
All classes apply modifiers to Saves.
Race and
class may affect attack bonuses as well.
Background/Profession
Pick
2 from the following list:
Alchemist, Blacksmith, Brewer, Carpenter, City, Cook, Desert, Farmer,
Fisherman, Forest, Healer, Herbalist, Herder, Hunter, Jeweler, Magic,
Mason, Merchant, Military, Miner, Mountains, Musician, Nobility,
Nomad, Potter, Sailor, Scholar, Scout, Scribe, Sea, Servant, Squire,
Steppes, Swamp, Temple, Underground, Weaver.
Notes: Dwarf must take Underground.
Elf must take Forest.
Cleric must take Temple.
Mage must take Magic.
Coming soon: Feats!
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