Welcome to the HoA D20 thread. This is a project I'm working on in my spare time (what precious little I have). The project is rewrite of the d20 system core rules, with mechanics drawn from the 3.0, 3.5, and Pathfinder Reference Documents; combined with some new mechanics where needed. Because I like to share with everyone, I'm going to be posting the system on the forum here, and updating it periodically with links to portions of the book as it's being written. The book will initially be split up by chapter as it is being written and presented, so that each chapter can be reviewed, revised, and so forth until the final product is put together.
The Main Design Goals
I began working on the Heroes of Alvena Roleplaying Game for my own use. It addresses certain small issues I have with other d20 games, while also letting me explore some creative ideas I've had for a while. For those interested, the main design goals are listed here.
- Easy to Follow: I want the system to be pretty easy to dive into. I want to try and keep everything sorted into relevant sections. One of the biggest problems with 3.x/PF is that there are tons of small but important rules scattered throughout the books in odd places. For example, there are rules that determine how Stealth works nestled deep in the Environment section of the PRD, which aren't mentioned at all in the Stealth skill rules, etc. I'd rather it be more like the Rules Compendium in terms of readability (with everything having its own section as needed).
- Redesigned Classes: This will be the most hardcore revision to the system. Many of the classes may seem nigh unrecognizable compared to their current d20 incarnations. I plan to revise all of the core classes, potentially removing some of them altogether, or merging them into classes. Each class will have a series of talent trees which will allow you to customize your character within your own class (similar to how rangers have Combat Styles currently, but with far more options). Multiclassing will still exist, so the possibilities will be many. I'll try to post an example of what I mean soonish; but don't worry, you won't be loosing anything with this design decision. It is to improve upon class design in general, not remove options. Think of this as an upgrade to Classes_2.0.
- Balance Tweaks: There will be some changes to the combat system, class features, and general playstyle in the effort of balancing gameplay outside of the classes themselves. This includes allowing mundane characters such as fighters and rogues to sufficiently impressive things at higher levels, but also includes adding core options for increasing mobility in an increasingly mobile environment as levels are gained (which will likely mean the revision of things like full-attack actions).
- Random Cleanup: There's some rules scattered about the 3.5/PF system that actually directly contradict each other, and small bits here and there that could use some wording revisions and such. There will be a few cleanups here and there to make things smoother.
More to come.