>>3069928>>3069940Truly, Mr. Rage, you are a King amongst Anon.
When I made the Lego comparison, I was pointing out that you're missing a fundamental point of game design: a good game's mechanics typically reflect its story content.
Lego is a versatile toy, and all Lego are compatible, but only certain Lego sets come with skeletons or ship masts or orange transparent chainsaws.
Asking what we'd like to do in D&D is moot. We already do what we want to do in D&D, or we move onto a new game or set of house rules that support our desires.
You need to figure out why the characters in your game bother to do anything in the first place and design rules around that, because asking /tg/ for ideas on what they want in a game is going to get you a sloppy gray mess of different opinions and preferences.
I'd suggest that you read up on the subject of Fantasy Heartbreakers, as well, as it seems that you're walking down that path -- not that there's anything wrong with it, I'm writing my own Fantasy Heartbreaker just to get it out of my system -- as it may help you to realize that gaming does not have to be defined by the paradigm set in place by D&D.
When it comes to game design, there really is no spoon: there is no one thing absolutely necessary to make an RPG into an RPG other than declaring the actions of a character.