General

Abstract

Start with 5e, add 5e Advanced rules and 7.7 mechanics (like interrupts and partial success). Remove classes, replace paths with Power Sources.

Result:

Intended result, at a glance:

Progression

All PCs progress according to the following tables:

Levels Progression
Every even Skill
Every odd Feat
1,5,9,13,17 Power Source Advancement, Proficiency Bonus Increase
4,8,12,16,20 Ability Score Increase
Level Skills Feats Power Source Rank Ability Increase Proficiency Bonus
1 2 1 1 0 +4
2 3 1 1 0 +4
3 3 2 1 0 +4
4 4 2 1 2 +4
5 4 3 2 2 +5
6 5 3 2 2 +5
7 5 4 2 2 +5
8 6 4 2 4 +5
9 6 5 3 4 +6
10 7 5 3 4 +6
11 7 6 3 4 +6
12 8 6 3 6 +6
13 9 7 4 6 +7
14 9 7 4 6 +7
15 10 8 4 6 +7
16 10 8 4 8 +7
17 11 9 5 8 +8
18 11 9 5 8 +8
19 12 10 5 8 +8
20 12 10 5 10 +8

New Dice Mechanics

To do: briefly describe partial success, advantage, disadvantage, etc.

Initiative

To do: briefly describe 7.7's initiative system.

Strain

Using supernatural abilities, such as magical skills, is costly. Strain is the primary mechanic that deals with this cost.

It should be quite possible, in difficult times, for practitioners to run out of available Strain. Thus, every option of Practitioner should offer at least one "lifeline", an open option for more power, in place of Strain, should they choose to exercise it. Of course, there is always a Price.

Power Sources

Let's quickly get the most important ones out of the way.

Practitioner

;Rank 1:

;Rank 2:

Super Strength

;Rank 1:

;Rank 2:

Armor Jockey

;Rank 1:

;Rank 2:

;Rank 3:

Dragon

;Rank 1:

;Rank 2: