Lately I've been obsessed with the idea of making my own RPG, or just modding an existing one, because I'm so desperately displeased with the state of games today. It all started when I tried playing Skyrim for the first time, seven years after its release, and the experience was just bad all around. I can't immerse anymore, I thought the quests and the NPCs were dull, the leveling, stats and abilities system becomes more streamlined and moves away from RPG towards "FPS with some perks". There was zero mystique, bad worldbuilding, no sense of improvement whatsoever, no sense of class or specialization. You are the dragon born, the one true hero, from the first second you step into the game. None of your choices really matter. You will be good at close combat, magic and stealth no matter how you stat or skill your character. Magic in general is completely gutted. There are only a fraction of the skills that Daggerfall or Morrowind had, especially weapons. Some skills have trees that are entirely useless, like lockpicking. One Quest can give you the Skeleton Key and make all of your hard-earned perks superfluent. Factions barely exist besides the two main ones, and they seldom interact. Everything scales with your character. There is almost never surprise loot. There are almost no danger zones, your character is able to explore every tomb, city, bandit camp and so on from the get-go. I tried every difficulty setup, but opted for Expert and heavily modded opponents to make them stronger, that way I finally found a proper difficulty. Don't worry, I am finally enjoying Skyrim. It's a really good action game with some RPG elements. I don't think it's great, I don't think it's very good, but it can definitely be fun. There is more to critisize, but most of these mistakes are things that I wanted to get right. So, I've thought a few things up: 1) Lineage determines your boni to stats, skills and crafts. Also how you look, how much other factions like you, the way you move, jump, kick and dash. Every race has a unique kick, dash and jump animation. 2) Attributes determine your total effectiveness for everything, your stats, and are split into Body, Mind and Soul, each with three outliers. They also alter your characters look, have you appear more built, or slender and your personality, whether you are intimidating or charming. 3) Stats are your characters properties: His swing speed is improved by Agility, his carry weight by Strength, his Alchemy effectiveness by Intelligence, his rate of experience, likeability, likelyhood to persuade or threaten, any interaction in the game imagineable. 4) Schools are the major directions you will develop your character in: Combat and Crafting. Both Magic and Manual have 4 Schools each, that branch out into three specializations. So you pick, say, Elemental Magic and specialize into Fire, combine that with Black Magic specializing in Pestilence. You will be allowed two specialization, whether double Magic/Combat or mixed is your choice. Spells and Attacks from other schools will seldom be available from vendors or teachers, but aside from that you are resricted to the abilities of your respective specializations. Anything from a Druid Tank to a Necromancing Barbarian is possible, but your character will never be a jack of all trades, neither will every single one of the 552 playable combinations be viable. Skill trees have passive bonusses, abilities that are used actively, different forms to transform into, or can trigger in-game events. Craft behaves exactly the way Combat does: You start off being able to choose two Schools of Generalist or Specialist, the former focussing on gathering and the latter on refining. You could go with something basic, like Mining and Engineering (Generalist and Specialist), but also something wild like Thief and Merchant (Generalist and Generalist) for the highest gold-generation in the game. Basic rule of thumb is that General jobs help you with most of the in-world interactions like lockpicking, stealing, harvesting ressources, talking to people, manipulating terrain, travel and so forth, while the Specialist jobs give you buffs to your attributes, weapons and armors, refine items and are in general oriented to make your character stronger in combat. 5) Skills are improved by using them. They are gained through skill-trees, can be bought, obtained from books or quests. Having a higher skill will simply increase the effectiveness of the act, and will grant you a unique bonus for every 20 points you gain. All skills are governed by attributes, as mentioned earlier. So, brewing a potion, there are several factors for a formula: Intelligence (attribute) * Alchemy (skill) * Passive modificators from your skill tree * Ingredient potency * Luck. 6) Experience is gained by skill-ups, killing creatures and doing quests (mostly), exploring, reading books, talking to people succesfully, buying and selling, crafting (marginally). Leveling up allows you to spend three Attribute and Skill points each. Most of the game world will be scripted, most barrels and chests will have the same content on the same playthrough, but some chests, merchant inventories and monster loots will be randomized. There will be both, a brutally rough world where you can run into high level monster and die instantly, but also "instances", specific dungeons where both monsters and loot are level-scaled, that you will do as a party with NPCs. Almost all of my ideas were stolen off of great games, mostly TES 2, TES 3 and WoW, but also Titan Quest, Diablo 2, Dark Messiah of Might and Magic and many others. I have a lot of other ideas for lore, game design, aesthetic, combat, immersion, quests and so forth, but to me what really makes or breaks the game are the base mechanics, I would be happy about any comments! This idea is definitely never going to see the light of day, because I'm a lazy slob, but it is a lot of fun to think about. If I ever go through I would probably do it as a Diablo clone first to see if the classes and combat are at all fun, but truly I would love for it to be a 1st person game like Dark Messiah. I have no idea how hard modding Skyrim is, but for the next few months I will be only theorizing anyway. Additional Questions: 1) What is your favorite RPG, aRPG, Hack 'N Slash or similiar game? 2) If you could design the character system for an RPG (as I have laid out), how would you approach it? 3) Do you have any crazy or cool ideas for the mod/game in general?