Design

Overall Approach

Very similar to System 7.

Skills

More notes on skills.

;Flavor:

Classes

So what about classes? They don't exist. They didn't do much anyway. All they did was:

In that second capacity, they still exist; effectively, they are a convenient categorization scheme. It's kind of like Oblivion: classes don't literally exist as they're own thing, but rather they are a list of suggested options to achieve a particular build, using the same custom-build system anyone else uses. This is useful not only to players (especially first-time players), but DMs, who can use it to make enemies quickly without getting bogged down in minutiae.

Background

Prior to 1st level, you choose X backgrounds. They're simply packages of benefits, corresponding to some real-world experience you had. For instance:

Other notes:

Damage Model

This is not System 6. The core rules are not changing. A skill check is still 1d20 + ranks + ability modifier. A weapon still does base dice + ability modifier + modifier from weapon (if any). Few attributes, if any, are considered as percentages.

That being said, it is meant to be a little more interesting than just pressing "1" over and over again. How so? Not through class-based combos, with "combo points", but mainly through feats, such as Power Attack, Called Shot, Power Charge, etc.

Which leads to...

Combat Styles

As a general rule, Talents tweak how a particular skill works, while Feats establish a combat style. Let's explore this by example.

Suppose you want to be a Jedi Guardian. You know, classic Jedi, defense before offense, diplomacy before hostile negotiations, etc. The basic setup might be:

So how do you implement this? Let's go step-by-step:

In the above, Feats provide a general tanking style which anyone (not just a Jedi Guardian) could take, while Talents provide the skill-specific tweaks to make it very much a Jedi Guardian tanking style.