5th edition has a simple base of mechanics that are based upon small numbers interacting with each other. Proficiency bonuses are standard across levels, but some classes double the bonuses. Advantage and disadvantage allow two tools for better or worse. Some classes get a pool of dice that they can spend on select roles.
The largest advantage I see to this system is the ability to have a non-shifting scale of difficulty classes for rolls. I love the idea of letting the world define what is impossible or improbable. As such, I fully want to maintain the inherent simplicity ofthe system.
I want to integrate a few lessons on design that I’ve learned from those girls and boys over at Paizo from their a Starfinder system. Some classes have bonus dice that scale with level, but they can forego the dice to allow reroll the original dice. These dice are limited to specific rolls, but they are used everytime the roll is made. Every class can attack twice at penalty, and various classes can attack more for increased penalties.
I also have a few unique ideas that could be interesting to integrate. I think some classes should be able to forgo a d20 roll and roll a 3d6 instead. This would normalize the roll at the expense of being rid of the 19 and 20 results. I would love to even have a high risk class that forego the d20 for an exploding 3d4. The statistics onthe average rolls would be fun to compute, but I think it could be fun to have that high risk reward type class.
Can anyone else think of interesting mechanics we can create or steal to make this system fun?