Quote Originally Posted by kitanas View Post
@exelsisxax: I don't think you have ever fully articulated what you see as the fundamental problems of DND. If you did that, we might be able to point you in a better direction.
Basing character progression mostly on steep linear numerical increase, the resulting number-chase that eventually makes dice rolls meaningless compared to bonuses, and the accompanying headache of trying to make encounters in such a knife-edged system. The resource and rocket tag style that means you're fighting at 100% until, suddenly, you die and probably get TPKd. System and setting breaking caster supremacy. Skills being variously too broad, narrow, ubiquitous, superfluous, pointless to adventurers, basic requirements, weak, and quickly invalidated by spells. The pattern of detailed and useful rules for things explicitly locked behind prereqs even if you chose the right class(magic item crafting) despite NOT being locked up setting-wise, compared to cumbersome and hard to use rules for doing something so damn common that D&D was actually invented to supplement(kingdom building).

If the wizard wants to walk out his front door, build a wall, and teleport to a different city all in 6 seconds there's rules for exactly those things. If someone wants to be a baronet, you get nothing. If you want to rule a kingdom, get some reading glasses and a bunch of graph paper because those rules don't play nice. The whole game is like that, with a heaping of pointless numerical increase that adds nothing but more math because obstacles are created to directly counteract those increases.