A lot of these are fine for more granular systems like the ones you mentioned, but my baselines are built for broader narrative strokes and collaborative storytelling with risk instead of granular moment-to-moment resolution of combat.
The issue of characters wanting to do everything, at least in freeform play, is usually filtered out by the inclusion of dice at all, so I've only had one instance, in about seven years of experimenting, with a player who was salty their powers weren't a Solve Everything button. The classless nature of things just makes it easier for me to include non-combat characters who are more adept at social interactions (something these systems always incorporate), and helps me outsource the design of magic systems, which I am always too lazy to write in the exhaustive detail of D&D.
Regarding the d100, I did use a d1000=d20 on a 50/1 ratio for one system, and that works fine. Now you could just do /random 20 and there's no need for it anymore. Presently, I'm working on treating d1000 as 3d10, which opens up bell-curve probabilities and frees me from the tyranny of linearity.


Reply With Quote






