I like Narwhal. This isn't a replacement. I just wanted to jot down some thoughts on 5e.

5e:

Character Creation

Ability scores:

Background:

Class:

How rolls work:

Classes

Fighter

Each level, choose two Maneuvers. Maneuvers can be "cashed in" for Fighting Styles.

Maneuvers

Stuff like Cleave, Power Charge, etc

Fighting Styles: see 5e fighter, rogue, ranger, but more and deeper trees.

Spellcasters

Each level, choose two Spells. Spells can be "cashed in" for Upgrades and Bindings.

You can also cast Ad Hoc. When you do so, describe the effect you're going for. It can differ from your established abilities in one of three ways:

Enhanced

Each level, choose one Feat. Examples:

observations so far

is there a role for skills? they seem unnecessary, but how do you unlock higher level maneuvers and spells? class level maybe?

how to handle bindings without Mana? maybe 2 spells = 1 binding of approximate power level

building a non first level PC from scratch has never been a beginner's game. maybe build one level at a time until you're an expert?

HP = 10 + level + con. when you run out, you're disadvantaged, and you start over. next time you're disabled. finally, dying/dead. not necessarily less hp than 5e, but quicker to suffer meaningful consequences. hits heal slow obv (long rest might remove one, definitely not three)

check = no failure penalty, no reroll. boring. challenge = pbta. contest = opposed check. always try to make each roll the latter two if possible.

useful background skills:

files
  • (up)
  • (cur)
  • Ocelot
  • Pinkertons (Ocelot)
  • WDK (Ocelot)