The basic idea:

Build

Ability Scores

tbd

Skills

Instead of skills being a system on top of ability checks, merely gating basic abilities and providing little else, let's do the following:

Thus, no more Melee, Ranged, Spellcraft, etc. Powers, Maneuvers, Big Magic, and Stunts handle all that without needing skill mechanics of any kind.

Also, no more "I invested BP in the Investigate skill, but I suck at it because I didn't spend 10 BP on Int". If you spend 1 BP on Investigate, you have Investigate +1. Bump it up to +2 for 2 more BP (expertise) or even to +3 for 3 more BP (mastery). In addition to the numeric benefit, new moves become available at higher tiers (for example, Investigation might grant greater leaps of logic at higher level, or Perception gives you radar against stealthed NPCs).

Each skill should be analagous to one Move from PtbA (e.g. Manipulate Someone, Act Under Pressure), but only the generally non-combat moves.

Powers

Magic

Think 5eA's power list, without skill or class prereqs. There is no skill called Thaumaturgy, nor Fire, nor Mentalism, nor Infernal. Those are just ways to categorize powers.

Powers all do one simple thing, by default. Example:

They can be upgraded (using the same currency as buying new ones). Examples:

Mana

There is no Mana.

But how does Metamagic work?

If you want to use a power in any way not explicitly outlined in its description, you need to make an ability check, and you need to take on some sort of risk.

The ability check depends on the aspect that's being stretched most:

Obviously, there is some room for debate between the PC and DM about which check it should be.

Most of the time, the risk is that you will Strain the ability in question. When an ability is Strained, you suffer disadvantage to checks with it, and if you do anything else to strain it, you fall unconscious.

For larger spells, rituals, etc, the risk has to be more substantial, and there's a process of negotiation.

Can casters cast 14,400 spells per day?

No. The biggest and most intractible problem with D&D is that it's balanced on the assumption that you will fight a baker's dozen encounters per day, and anything less means that casters reign supreme as gods. And either way, monsters are useless trash until the 6th or 7th fight that day. That mentality can die in a fire.

Although Big Magic always imposes risk of Strain, a DM might rule that a feat of endurance such as casting Fireball every 6 seconds for 10 minutes is itself an act of Big Magic and can force the roll.

Can casters still join together to cast rituals?

Absolutely. The larger Big Magic effects may even require it. As a guideline, you can only use one Power at a time, so if you wanted to combine Immolate and Cyclone into a fire whirlwind on your own, you're out of luck--unless you have a friend with the right powers, then you can combine your Powers into a combo attack! In these cases, you're both rolling checks and taking risks, but the effect should be larger than the sum of its parts if it succeeds.

Non-Magic

Same philosophy as Magic, really. Maneuvers do what Feats have always done, but with an important difference: they should almost always be actions or reactions, not passive modifiers.

Examples:

Basically, give fighters some moves and countermoves, but keep it simple, and don't incentivize or require fighters to take dozens of them to feel competent.

Wet Stunts

Similar to Big Magic, you can perform feats outside the normal bounds of Maneuvers. This is known as a Wet Stunt. It requires an ability check and some sort of risk, as you might expect. Fun and Cool > Physics. (in other words, Magnus stunts are allowed and encouraged)

Powers that aren't powers

If you want to be strong, take lots of points in Strength. If you want to be able to channel void energy into your sword, take the Voidblade power (or whatever). Powers should be the first place you look if you want to gain actions (or reactions) of a magical nature.

But what if you specifically want to avoid feeling like a "spellcaster", but still be able to keep up with them?

Generally speaking, the only way to do that is to "be" something powerful that isn't a "spellcaster", such as a werewolf, or a Moonblade Wielder, or an Armor Jockey.

Other systems have tried to implement this using Powers, or Feats, or whatnot. But there's a fairly obvious thing they are analagous to: Races. After all, a dragon is a dragon, and a vampire is a vampire.

Not sure what to name these yet, but the mechanics are thus:

Mechanics

The big question: D&D 5e style ability scores and skill checks? Or PtbA style?

With the former, you're incentivized to dump BP into your primary combat stat to keep up with (or oppress) the curve, unless some lame-ass gating mechanic is used (dulling the effect of being Vi the super-strong vampire).

The latter might work thus:

PtbA Style, sort of

Dump the Gygax stats. Start over.

The System 7 skills are still there, skills like Melee, Ranged, Dodge, Willpower, Fortitude, etc.

Spending BP on these skills increases their modifier.

You can also spend BP to unlock "moves", at least for the combat skills. For example:

As mentioned before, these should be powerful, punchy, simple, and not too deep a tree so as not to incentivize you to spend 50 BP on them.

Combat

Attacks and Damage

It goes like this:

Armor and Shields

Armor can be worn, natural, granted by a power, or whatever. It grants a chance to absorb hits, and can take a certain number of hits before being rendered useless and requiring repair.

Combat Alternative

In this version, we use d20s and ability scores.

Ability scores:

Skills: d20 + ability score check

Damage: as 5eA / System7, i.e.:

Hit Points: here's where things change.

Powers

Powers aren't skills. They're more like Moves, with some 5eA spell logic mixed in.

Buying Powers means you have supernatural power. Always. If it's from a power suit or a magic sword or whatever, buy Resources with BP instead.

However, Powers != spellcasting. If you just buy Powers, you could be casting spells, or manifesting your racial abilities, or a psionic wild talent, or whatever.

If you take the Spellcraft skill, you can "cast spells", including:

Resources

Not all power comes from training or innate magical ability. Sometimes its about what you have, and what you can call upon.

Powerful Items

Should be roughly in line with Powers. Could probably just directly access the Powers list, but it's an item instead.

Vehicles

1 BP = cool vehicle

more = cooler

Social Resources

Rewards

You should gain 1 BP per session (assuming they're of reasonable length), and maybe some bonus BP for completing major objectives.

You can bank you BP as long as you want, cashing it in when you're ready, within reason (you generally can't stop combat to invent some amazing 10 BP resource or whatever).

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