thinking about what a perfect (for me) fantasy ttrpg system would look like.
a great base system to hack onto would be sword and wizardry complete revised along with the book of options. the classes in that have to me the perfect balance between being simple and easy to pick up while still being clearly distinct from each other. though i would probably substitute in the d6 thief skills from carcass crawler #1.
one thing i do not like however, as sacred as it is in osr games, is the 3d6 down the line attribute generation. or the distinction between attribute score and bonus in general. i much prefer having attribute scores be directly the bonuses and having full control over them. so i would add in something like the the attribute generation in knave 2e, where you start with 3 points to distribute as you choose and then get further points on level ups. though of course that means i have to redo some stuff in the s&wcr classes. i can live with just scrapping prime requisite xp boni completely, but for example what about the monk abilities that only activate at 15 DEX/WIS? i guess they can just activate at +2 but the whole thing would probably need some rebalancing.
i'm also partial to attacks auto-hitting like in mark of the odd games. though of course that has huge ramifications for everything else. obviously it affects how armor works and all AC values have to be redone. but also, what would the to-hit improvements of e.g. the fighter translate into? maybe something like shock damage from worlds without number?
for inventory management, i really like slot-based inventory systems. something like in mausritter is just really pleasing to me.
do any of you have suggestions for how one could fit all this together? anything awesome i missed that should be in there?







