Ok, lets start with the basics. Many of you may have heard of the new edition of Dungeons and Dragons coming out soon. Soon as in second quarter of 2013. It promises to bring the best parts of all the editions together, make everything modular, etc, etc, etc.
I promise you, we can do better. get the word out. Comment on the stuff I put up. The more helpful the community is, the better everything will be. So I'm going to fire off a couple of ideas here that have been floating in my head.
1. Skills: Beginner explanation: Skills are the abilities your character has, like how well you can climb a mountain or convince the king to not slice off your head for his own amusement. skills are divided into two categories: Mechanical (more or less mandatory) and role-play (optional). Mechanical skills are things that the game rules interact directly, things like Fitness, dexterity, use environment, handiwork, hunt, and more. In other words, they are useful directly in game terms. Role-play skills can be helpful outside of the game rules, like preform, craft, swordplay, and others. There are things that could easily fall into both categories like negotiation finesse, deception, and more. However, I like to think of them has mechanical, because they can influence out of combat game rules, and could possibly help with combat (think convincing a king to lend you an army.. Also, I like these skills to be more mandatory than role-play ones, because you will be significantly more capable in out of combat situations if you write "born with a silver tongue" then if you say "I was I good blacksmith," because "silver tongue" situations come up more than "blacksmith" situations. there are also exceptions to something being a role-play skill, like for the ballerina and bard, who use the role-play skills dance and sing instead of hitting their enemy in a more traditional way. Role-play skills could be optional, different play styles want different things. Perhaps the most important part is, however, that they draw from different point pools, meaning that you won't have to have bad mechanical skills to have good role-play ones.
Wait! I just had an idea!
What if classes used a skill to base all their powers around instead of an attribute score. Like a fighter used fitness and...IDk...swordplay? Hmm, I'll save that thought for later.
THe skills would be point-bought based on attributes, and would get a static bonus from how high a attribute was, so fitness is based off of muscle, so you would get a static bonus because of your muscle score and if you put points into it. However, here's the twist: YOu could also put points into it from things like quickness or toughness. they won't inherently add to it, but you could spend points to do it. Kewl, eh? So, those are my ideas on skills. Now moving on to classes.
2. Classes: Beginner explanation: Classes are the main way your character interacts with the world; your profession (ex. fighter, wizard, ballerina). Balance is how equal a character is abbility-wise compared to another character.. Balance is quite important to me. It's what makes the difference between fun and disappointing. I don't think that anyone is against balance in general, as long as it doesn't make the game less fun. Thats why I'm going to do a playtest of holydoom before it is released. A playtest is where you play the game in its unfinished state to see what needs work, like beta testing an MMOG.