So one day on a whim, I randomly decided that RTD needed improvement. This was the result.
The core mechanic-
Same as standard RTD. Roll a d6:
1- Epic Fail
3- Meager Success
5- Epic Success
6- Overshot (Level up!)
Whenever a character rolls a natural six (Except in special occasions), they level up. When you level up, you gain 1 max HP, 1 Drama Point, and you train a skill.
A skill is anything your character can do. When a skill is trained, you gain cumulative bonuses to all actions involving that skill. You can be creative with this, using anything that's not too overpowered. (Combat, for example)
Example skills used in my campaign IRL:
Combat consists of rolling for accuracy, adding your ACC bonus, any other relevant modifiers. On a 6, you do +1 damage. (This doesn't level you up)
This is compared against the target's dodge roll, 1d6, plus your dodge modifier, plus any other relevant modifiers.
Successful hits do Weapon damage, plus your damage modifier, minus the target's armor.
The world is randomly generated by the Dm, with a little bit of plot stuff added in.
Characters have the following skills, abilities, feats, and other stuff.
Player: See above.
Race: Can be any race, using a race build template. Determines starting combat modifiers.
Class: Can be any class, using a class build template. Determines starting feats and some gear.
HP: If you need this to be explained, you shouldn't be here.
Level: See above
Condition: Any ongoing effects.
Drama points: Can be used to boost a roll by one, with exceptions. Think of it as an Almighty Benny.
Fail points: Basically the anti-Drama points. Unmighty penny.
Accuracy: Boosts attack accuracy.
Damage: Boosts attack damage.
Dodge: Helps you avoid attacks.
Armor: Helps you withstand attacks.
Initiative: Helps you attack first.
Skills: See above.
Feats: "Special Moves" based on class build template.
Weapons: Self Explanatory
Armor: Self Explanatory.
Inventory: Self Explanatory.
Comments, Questions, etc. are welcome.
I do intend to run a forum game of this. Any takers?