Thank toy for your posts.
first off: initiative is rolled and determined by d6, not d20
D&D is a really flexible game as far as really, anything. However, I am basing my statement about d20 initiative on the D&D 4e Players Handbook, pg 267, reads
'To detirmine a combat encounter's inititaive order, roll initiative. To do so, make a Dexterity check. Roll 1d0 and add the following: One half your level; your Dexterity modifier; and any other bonuses or penalties that apply. The result is the initiative of your encounter.'
being the D&D man i am, thats not how block works. block is determined generally by the roll of a d20, but the DM makes the decision. dodges are normally judged by the players speed stat, and blocks come from armor not an armor rating.
For blocking, or the To Block Bonus, evasive moves are put into this catagory. therefore, Captian America's Shield could have a value of +5. While a sneaky rogue could have learned a Dodge skill (I will get more into skills later), that skill could add +6 to his TBB. TBB, acts, in D&D's case, as the Armor Class. So dodging fits into this catagory. In this game, Im trying to cut down on the cliche attributes (Strength, Dexterity, Wisdom ect.) and put more emphasis on learning skills. If you have ever seen the anime 'Sword Art Online', this is a good example of this.
The idea for not having a health system is a very, if I may say, original and effective. This system that I've made (Havent com up with a name yet, could use help on that, although Im thinking about calling it the d20 variant, or something like that) does need revision and that is why I made this thread. Personally, I love thinking of new ideas and i like hearing them. I think that i need to start my playtest soon to see the flukes in action.
SPIKEABC= you are welcome to playtest this game, just comment on my profile. In addition, you should try running D&D on the AG forums... It might be popular...
I said i would talk about skills, also i need to address why there is an xp count, yet no leveling up.
You have tons of different xp counts. Each time you preform a skill successfully you gain xp in it ( as long as the challenge is close to your level.) . The xp count goes by ones. There should be many different skills, probably way to many to just name off. I will show you an example of a characters skill sheet in Tales of Erabor. It will be of the cheerful Captain Crunch, the Warrior
SkillsMelee Battle (most classes start with this)= 75 {xp}
Scimitar Profiency= 68
Sailboating= 31
Cartography=79
Leather Profiency=49
Gardening=40
The Captains story begins with him learning how to make maps from an old man sitting in an inn in Lightrack (the main starting town in TOE). After hes learned the skill, he starts to make and sell maps, but quickly realized he has never been outside of Lightrack, so its awfully hard to make good maps. So he adventurs out a little, starting the training of his Melee Battle skill and making maps of the land. After a little bit, he realizes he likes the scimitar and finds a master in the scimi. Later he decides to help out his TBB by learning Leather Profiency. At this time, the jolly captain has a good deal of money, because people pay well for maps of the land. So he buys a sailboat with his money and hires a small crew of other players and sails out on the Eastern Sea out of the island of Silverhurst and comes to land. Nobody thought land was east of Silverhurst, so he made a good deal of money. Deciding he wants to settle down a little, he has people make him a log house on the new land, where he takes up gardening for some pocket money.
Tis the story of Captian Crunch.
So as you can see, if I were to add levels in the game, people might have lvl 5 Fortune Telling, Lvl 21 Gambling and 2 in Fishing. So waht would their actual 'level' be? An average, perhaps? An average would make outliers lower the person's averga level by a lot.
Keep the comments coming, I really do like them. Playtesting will begin as soon as all the positions are filled.