Thanks for looking. I'll be adding to this as I think of new things.<br /><br />A lot of the basics are covered in the project introduction. OGL and freely available are the important parts.<br /><br />Basic Design Items<br /><ol><li>Freely available. I'm using enough of d20/Pathfinder to require the OGL. No problem there.</li><li>Should support classic SF themes- exploration, survival, investigation.</li><li>Should be able to feel like Star Frontiers.</li><li>I would like if the rules would work for other sci-fi too, within reason.</li><li>Star Frontiers now, Knight Hawks later. Optional mentalism/biotics/force/whatever powers.</li><li>No BAB - weapons skills instead.</li><li>No trick options - something d20 has been bad about. Characters should be able to contribute to every adventure. System mastery should be minimal.</li><li>It should be obvious what an option does. It shouldn't matter when you take an option. You shouldn't have to make detailed plans for characters.</li><li>Everyone can shine, but not at the same time. Some people are good at combat, others at being a face, others survival or pulling solutions out of tech.</li><li>No role protection. If you want to be a soldier who's an awesome people person, do it. </li><li>Skills work similarly to pathfinder. Same with combat, except the greater emphasis on ranged combat. </li><li>Attacks of Opportunity and full attacks slow down the game and make players afraid to exersize their options. Replace/eliminate them.</li></ol>
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