Yep, my idea of a game now has a semi-official name: Warriors of Light. It'll do for now. Therefore, until I change it again all game-related stuff will be labelled with that or "WoL" so you can follow along at home if you like.
So, right or wrong, I am starting this colossally-huge project by thinking about the dice mechanics. I know a few things I want and a few that I don't so here's how this went:
Dice scheme What I like What I don't like
D-20 It's simple, roll a d20, add your mods Pass/fail, no greys unless
compare that to a target and your done the GM adds it.
GURPS Still fairly simple More complex than
d-20, Still no grays
Dragon age Stunts Still pass/fail
FUDGE Pluses and minuses give some grey
Warhammer Success & Fail AND Advantage & A bit more complex than
Disadvantage built into the dice I was hoping for with the dice pool
Well, as it's the closest I found, I am gonna steal Warhammers' "Story Dice" because, with the dice pool and 4 states, you can Succeed but cause a Disadvantage as well as Fail but cause an Advantage. I like this. Also, in WFRP the PLAYER rolls all dice and helps shape the story by interpreting the results.
In WFRP you can't have a critical success unless you have applied at least one skill rank to what you're trying to do. This makes sense but eliminates the "Critically Lucky" factor of rolling a natural 20.
I may change my mind later but, for now, "story dice" it is.