Some of the things that I would like to see:
1. Race
a. divorce race from culture (as per HARP)
2. Cultures
b. More cultures (e.g., Aquatic, Desert, Jungle, Marsh/Swamp)
c. Expand the rural hobby skill list to include the following:
- Body Development from working on the farm
- Play Instrument, Singing, Tale telling. These are popular forms of entertainment around an hearth, campfire or on a porch.
- Fauna, flora lore, foraging. These are all skills that might be be useful to farmers and herders. Fauna Lore provides information about the critters and vermin that might come on to the farm or grazing land as well as knowledge your own animals. Flora Lore to know about the local vegetation. Foraging to trap small animals and/or find edible plants.
-and as these are people that live on farms or herd animals, I'd probably give them a bonus to Animal Handling (or Horticulture) and Weather Watching
d. remove spell list from adolescence from the Mariner and Urban Man. Actually, as spell lists are listed as only applying if the GM allows it, I would remove spell lists from all the current cultures and
- create an arcane apprentice background/culture for those raised as apprentices to an essence caster and individual backgrounds by deity for those raised in a temple dedicated to a deity.
- require the character to take a background option
- require to take an appropriate training package
3. Class
- add the Barbarian from SOHK to core as it is a standard fantasy archetype
- add the Shaman from Channeling Companion to core
4. Training Packages
a. New rules for creating TPs.
5.Skills General
a. Artistic active category:
- Rename to Artistic-Perform for aesthetics.
b- Artistic Passive:
-painting and sculpting. Move these to craft
- poetry and music. Move these to Technical
c. Technical: Medical Category (new): This would be the category for all the medical skills including diagnositics, second aid, midwifery, preparing herbs,
- All skills as combined skills (My major complaint about RMSS/RMFRP is purchasing categories)
4. Skills (new/revised)
a. Intimidate: add this to the Influence Skills
b. Sniping: add this skill from HARP
c. Region Lore (revised): Region Lore provides general knowledge of terrain, types of races, creatures and locations (e.g, cities, lost towers) and major NPCs found within a given region. More specific or indepth knowledge requires the use of other skills like Culture Lore, History, Fauna Lore, etc. WIth the GMs permission, a character may make a Region Lore check to receive a bonus to an appropriate skill check (e.g, Culture Lore or History) associated to the region.
For example, a character with this skill might now that the Fey Wyrd Forest is inhabited by elves ruled by a powerful sorcerer known as the Fey King. He might also know that few people entering the Fey Wyrd forest ever return. However, information regarding the culture of the elves themselves (e.g, holidays, mores, or customs) would require a Culture Lore (Fey Wyrd elves) check.
d. Create Adrenal Focus Skill (as HARP Chi Focus)
e. incorporate Read Tracks into Tracking
5. Skills (Removed):
a. Awareness:
- Read Tracks: Incorporate this into Tracking
b. Science-Advanced
- remove Anthropology, biochemistry and Psychology and reintroduce them in a Victorian or Modern urban fantasy supplement
c. Self Control
- Adrenal Landing, Adrenal Leaping, and Adrenal Quickdraw combined into Adrenal Focus (as per HARP Chi Focus)
- Cleaning Trance, Death Trance, Healing Trance, Sleep Trance combined into Meditation
d.Special Attacks:
- Jousting: Why do we need this skill? Just use mounted combat and the character's weapon skills for the Lance.
e. Subterfuge:
- remove counterfitting: just use an appropriate craft
- remove forgery: just use an appropriate craft
f. Tech/Trade-General: Remove Begging and Gambling
Begging: use duping or diplomacy
Gambling: This can already be handled through various skills
- use culture lore to know a culture's games of chance)
- duping vs. Lie Perception to try to bluff an opponent
- trickery vs. observation to cheat by sleight of hand
5. Redesign the combat system to support both Armor piece by piece and Called Shots
6. HARP style magic system
7. Supplements
a. Fantasy Law: it would cover various types of fantasy (e.g, Post Magical Apocalypse, Modern Urban, Steampunk, Sword and Sorcery and Wuxia) and suggestions for tailoring the system to accomodate the style.
b. Magic Law: covers various alternate styles of magic (e.g, Blood Magic, Voodoo, and Dark Sun-like defiling)
c. Equipment Law: An RMSS equivalent to Monkey God Games' From Stone to Steel for d20.
d. Fey Sourcebook