Base template:

Variant template (fighter types):

Variant template (monster):

Criticisms

There's definitely an opportunity to make this a little bit cleaner. First, the criticisms:

Build Types: solving the Utility crisis

Before we start architecting, let's explore the space a bit. What are the fundamental builds?

So what does all this mean? Well, it's important to realize that all of the above builds exist, and they exist because people want to play those characters, even if the balance is off. 4e sank because not everybody wanted to be a wizard--even if that meant finally balancing the game. The Hybrid, the Juggernaut, and the half-hybrid Pure Fighter are welcome niches to fill, even if they all suffer from a utility gap. We can't just ask the characters to play a type they don't want. Let's look at what we've tried, and how it's worked out:

A recent session showed a pattern that might work, if all the stars align. Basically, the PCs needed a whole mess of utility to connive their way in and out of an ultra-secure prison, and they didn't have much in the way of Skill, so they leaned hard on their Pure Caster. It worked, but just barely; she was almost entirely drained, and came within a few points on a d20 from ruin. Skill checks would have been quite a bit less costly, and Powers could still have functioned as a backup. In other words, here's the solution I'm proposing:

Bonus topic: Hit Points

Hit Points are a weird, ancient mechanic. I have no problem with their function as a mechanic--I've recently come to terms with the superiority of HP over VP, wounds, Hits, etc--but the way you determine how many you have is clunky, unbalanced, and confusing, especially compared to the elegant simplicity of the rest of the build process.

One of the revelations of 7.8 was that double-dipping in any form of progression is bad; i.e., if you can increase your Mana by increasing Charisma, you shouldn't also be able to increase your Mana through something else. This is distinct from the idea of synergy between abilities--it merely covers cases where there are multiple things to spend your progression on that increase the same number. This is bad because it makes these numbers hard to predict, and it's hard to optimize your build as a PC.

Such could obviously be applied to Hit Points. If you want more Hit Points, you can simply increase your Constitution. Hell, it's probably the only reason anybody would bother. Not to mention that you needn't even make a choice at all--Hit Points go up all by themselves. And they probably should, to a certain extent: after all, you don't want to encourage the Glass Cannon build.

Considering all this, and the fact that the link between class choice and HP/level is pretty weak and meaningless, and the fact that nobody knows how to calculate Hit Points anyway, how about we just do away with the whole thing? HP = (some base number that goes up automatically) + (a modifier based on Con). Any other choices to be made should be powers or maneuvers that improve your defense in other ways.

Binding HP

Maneuvers can bind HP to grant extraordinary abilities, in a similar manner to Powers binding Mana.

Examples: TBD

Stat Perks

We want PCs to be able to invest in stats, but we also don't want to break Bounded Accuracy (at least, not by too much). What do we do?

Enter Perks. If you use a stat add on a capped stat (other modifiers still work numerically; only stat adds provide perks), you don't increase the modifier (you increase the score, but the modifier stays at +5), but you do get a perk that makes that stat feel more powerful. Some examples:

Turf War

Overlap between different ability types is a thing to be avoided. Thus:

(Note: the classless system may obsolete Bindings, as they clash with Talents)

Talents, Bindings, and Perks

These three are problematic. Talents are supposed to represent specialization within a class identity, although they're often used to magic-up a magic-less class. But shouldn't all magic be Powers (except maybe Perks, which are distinct for how cool it is to have a power that isn't magical?)?

Let's break it down, and maybe invent some more terms:

So, without thinking for even a moment, let's just take a stab at fixing it:

You get 2 BP per level.

The Classless System

A unified build platform for all classes and classless characters.

Random Musings

With classes, you get the ability to customize the delivery of abilities for each class. I can do that, in a way that it feels good to play. However, you get locked into one class, unless the system allows multiclassing (and has done a good job of balancing it). Even if it does, it can feel difficult to find the right build, similar to System 7.

Let's just kill the entire field of sacred cows and start over.

What do players want from the RPG experience? I'd say:

And maybe a few nice-to-haves that aren't strictly necessary:

Let's look at a couple of successful games, Stardew Valley and D&D 5e:

Final reckoning:

So SDV is better at this than 5e, but both have plenty of room for improvement. Seems like an overhaul of skills--including a level 1 character build--would do wonders for SDV's rating. D&D's problems are more evently distributed. But that's a good thing: there's plenty to fix!

Now let's look at what Stardew Valley can teach D&D.

Stardew Valley and Dragons

One thing that jumped out at me while doing this is that not only does Stardew Valley have a skill-based system (with minor, vaguely class-like specializations), but so, it seems, do most modern western RPGs, and non-RPGs with RPG elements. Class systems are more rare, and while they work well for many game types (a la PtbA, at least in theory--single classing kinda sucks), it seems they tend to pop up only in traditional medieval fantasy, probably more for tradition's sake than anything else.

A good skill system should have:

All-in-all, Skyrim seems to do a pretty good job at this. There's a good number of mundane skills and a good number of magical skills. SDV isn't too bad, considering the limitations of the game's concept. But assuming we come up with a good skill-based system, let's compare it to some other game systems:

It seems like there are three different things RPG designers call "skills":

So from this, we can conclude that a good skill:

And, I might add another one, although I'm begging the question a bit:

Why this? Well, if it's dependent on level, it can't be invested in directly (although maybe you could use level as a cap...if you're a coward). If it's dependent on class, it's at risk of being mined for class abilities. I mean, if you have a good skill system, what's left for classes to do?

That last question is actually pretty important, because there's a whole realm of abilities we expect to see, that might not be covered very well by Skills. We'll get to that in a bit.

The Skill System

Mundane skills:

or...

Magical skills:

Look at all these skills! What can we do with them?

We can...

Other Assets

Honestly, not sure what to call this category, because it's so broad, but it needs to exist, if only to reassure the player that every conceivable ability that doesn't belong in a Skill has a home somewhere. Brainstorming:

Classless, version Kangaroo

What does everyone get each level (assuming we're talking about good classes)?

What about a two-dimensional approach:

Classless, version Llama

(also see <../systems/5e/5eA2>)

Each level, you get either:

Every 4th level, you get a stat add. Cuz 5e.

Powers

Power list (subset):

Roughly equal to a 5eA Discipline/Sphere

Fire

Rank 1

Choose one:

Choose X:

Rituals:

How powers should work

Each power has:

One way it might work:

Thus, you don't need to spend skill ranks to learn individual spells, but rather by advancing your skill rank, you can make all spells of a given rank "easy"

Mana costs don't change in this model (though they might not be needed at all with Use Magic).

Superpowers

Roughly equal to 7.8 power sources.

(should be a bit more like divine salient abilities, avoid ranks if possible, but passives should exist for simpler builds)

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