Is it again time to write words? Oh dear.
Playing D&D is about two things: Your race and your class. Your race defines what you look like and oh-so-important stat bonuses, and your class defines what you are going to be doing for the entire game. This system should be integrated in Fantasy Saga Abridged somehow. That, plus lots of different-sided dice.
Let’s categorize the characters roughly: There are strong characters like fighters and barbarians, agile characters like rogues and rangers, wise characters like clerics and druids, intelligent characters like wizards and charismatic characters like bards and paladins. Martial, Primal, Divine, Arcane and Psychic by 4th Edition descriptions. Let us do a following division: Strength, Agility, Divinity, Arcana, Charisma. These are our attributes. Every character has their primary attribute, that defines their class. Wizards and sorcerers have Arcana, rogues Dexterity, bards Charisma and so on. The rest are their supplemental attributes, that will be lower. Instead of weird, table-based numeric values like in D&D, the attributes signify which die you will be rolling.
Instead of singular enemies, traps and other obstacles, the game consists of whole encounters worth of trouble, as I elaborated last time. Instead of being a succession of nearly-identical enemies, however, D&D is famous for its monsters. There are undead, beasts, evil elves, demons, devils, dragons, mages, elementals and so on. Each one requires a different approach, and some classes are directly suited for specific enemies. Clerics get giddy around tombs and crypts, for they can use their Turn Undead with reckless abandon. Fighters love nothing more than melee with demons and elementals. Rangers use their knowledge of the natural world to befriend beasts of wild. And no-one best come between two opposing wizards and their show-off of spells and enchantments. This is also something that should be taken into account. The dice used are mostly d4:s, d6:s, d8:s, d10:s and rarely d12:s.
Every encounter takes exactly one die roll. The thing is, one of the players is the Leader for an encounter. He is the one who rolls the important die, and the other players will support his character. This way the party specialist for the situation can steal the encounter and utilize his special skills. Mechanically, the leader will select an Attribute he wishes to use, most likely his character’s Primary Attribute. The rest of the party will use the same, or possibly their own, attributes for their support rolls. First the supporters roll their dice against a Support Difficulty Class. For each success, the Leader gets +1 bonus to his roll. If the Support Roll was made with the same Attribute, the bonus is +2. Then the Leader rolls his die agains the Encounter DC. If he rolls equal or higher, the encounter was an astounding success, and the enemy/obstacle was passed without problems. If the roll is lower, then the party passed the encounter, but took a beating in the process. The leader takes d6 damage. This damage represents expended spells, fatigue and general expenditure of supplies. One supporting character may take up to half of the damage to himself.
The races do not give attribute bonuses. Rather, they improve the die size by one whenever the encounter happens in their natural environment. Humans excel in cities and ruins, elves amidst the thick forests and nature, dwarves in tight tunnels and caves, half-orcs in the open roads and plains. In fantastic terrain the environments might be vague, but the GM and the players can improvise.
So there’s the basic mechanic. Truth to be told I haven’t had time to think about it and I pretty much designed this as I wrote it,which explains why this post took about two hours and the incoherentness of the text. I’ll mull over it some more and see if I can’t refine it. You are welcome to share your opinions and ideas in the comments. But for now, I need to sculpt level 21 Jesus.