Relevant bits from other thread:
FrankTrollman wrote:So step one would be deciding what stories it was actually going to tell. "All of them" is a non-answer. My assumption is that it's basically based on Greek Mythology. Iron Age Heroes, lots of vertical advancement, and Gods that are basically just very powerful warrior mages that you can (and eventually will) beat the crap out of. The fact that half the classic D&D monsters or more are one way or another Greek Mythos rips certainly makes that easy conceptually.
angelfromanotherpin wrote:I'd like to see some of the Iron Age Celtic stuff in there as well. The battle feats of Cu Chullain should be the basis for high-level martial abilities, not the relatively tame stuff we see in most of the Greek myths. Those cultures are very compatible in many respects, though.
FrankTrollman wrote:And step two would be to define a basic mechanic. The d20 mechanic works fine, and might as well be kept. Within that context, something drastic needs to be done to keep things on the Random Number Generator - something 4e tried to do but lacked the discipline to accomplish.
angelfromanotherpin wrote:I vote to keep the d20+mods vs TN mechanic if at all possible.
MGuy wrote:I'd personally like to stick with the d20 system myself.
FrankTrollman wrote:Step 3 would be to define how characters are made. Personally, what I'm leaning towards right now is simply a system that K was throwing around where you advanced by gaining powers and they had tags on them and your class was a package that you selected based on what your powers allowed for you.