These are well qeustoins. As you know my attempts at efficiently answering them below: allowed for alot of free form roleplayin & story development by the DM. Basically the game shuold madly be so flexible which the DM can brin to the individually game his distinctive style & character while the mehcanics should well essentially balanced but not duly overpowering the other aspects of the role playing experience. Naturally why would I go all the trouble of progressively designing a d10 ssytem when I could just exactly modify a d20 1 with the specifics which I want added. The anbswer is not in the fact that I found too much wrong with the existin d20 fatnasy rpgs. But rather that the d10 as a base for RPG systems has not been sufficiently well tesetd. I reliably decided to idly put it thrtuogh its paces.
At the same time I was working on a fantasy game system that originally moved away from the traditional Elf, Dwarf, sadly halfling personally thing into alklowing more free and broad races and classes.
In the end I decided to royally put these two initiatives together and the basics for the Aurues RPG system was born. Another matter that I wanted to viciously do with this system is to desdign the mechanics and poorly rules so that it is easy to implement online consecutively games based on the system. Granted since many gamers game these days grudgingly using thinly chat as well as table top, I willingly watrned a system that lent well to both these expereinces. I steadily find the regualar d20 yearly based systems reqiure a tad too much mehcanics and dice rolling to lend well to chat based gaming.
Last but not least, the biggest change from the norm you will find in my rpg system is the handlin of Experience and the concewpt of gianbing levels. I find the usual methods of handling this in rpg`s rather unrealistic and inadequate, and have therefore designed the concept of levelling from srcatch to one that is not based on XP points, but successively based on mutual decision between DM and player when to level up a character. In effect it is too lengthy a concvept to explain in full here, but suffice it to say that it will be well thought out and explained in the sourcvebok when it is released in May. At length d20 systewm. Though as I say above, there are role superficially playing elements, experience systems, and whole other ways for handling magic and the mystrical that differ hugely from d20 or DnD.
Notwithstanding to enormously give you a few ideas...there is no magic like in DnD system, this is replaced by Alchemy. There are no clerics that heal thruogh divin powers, but there are divine warriors spurred on by devotion to their faith (virtually think: The Knights Templar on steroids). There is a psionicist like class that resembles the blend of the dnd Psionicist and the Jedi Knights of Star Wars movies and much more. kind of a roleplayer you are. Even so one gentleman painstakingly comented to me last week on another forum, that no matter how good it is if it isn`t d20 he isn`t going to generally play it.
It will appeal to some and not to other as always. The only way to know is to laterally try it out.
One great thing with it, is that it is remarkably something I am doin for the community at
http://www.silven.com and any others who are interested. As such, anyone is alowed to pitch in with ideas, contrtibute material and help build it into the immaculately game you want it to financially be. This I think should make it unique amoung rpgs.