Well, I should begin by clarifying that I’ve only really playtested a few of these rules properly. Most of these are just ideas that I’ve written down and posted and I would really appreciate if anyone has any ideas or criticisms after trying any of these rules.
That being said, here is what I think about my own rules:
Clearer improvised actions: I still think this is a pretty good idea. I wanted a more concrete rule and that’s what I got. u/TrinitysEnd had another idea about balancing by adding a “no attack action” restriction and keeping it a Major action instead of a Focus action and I honestly don’t know which one of these I prefer, I go back and forth.
Death Rolls: I have tried this one and I’ve found that the intended effect was achieved, it made combat a bit more dangerous and death a bit more likely. However, it is a bit wordy and long and if you wanna avoid that then brianfeister commented a much simpler version when I posted it.
Custom Extraordinary Attribute: Still in love with the idea, a bit unsure about the execution. I always thought that categorising super powers was impossible and, although OL does a good job with their 8 extraordinary attributes, I just wished that you could pick and choose super powers without it costing a fortune in attribute points and getting a lot of other abilites that you don’t want. The version of this rule that I posted was my third draft and I was satisified enough to post it but I still felt that there had to be some better way that I wasn’t seeing. Maybe someone else will find it, who knows?
Feat: Master Imitation: Yeah, this one is pretty meh for me. I made it for a friend and he was satisfied with it but I really agree with u/TrinitysEnd again about making it Concealment based instead of Phantasm based, I just haven’t gotten around to actually updating it.
Cascading Dice: I never really had any problems with exploding dice so this always felt like a fix to something that ain’t broken. I posted it nonetheless in case anyone else had any issues with explosions.
Three Actions: I have played a pathfinder 2E one-shot since I posted this and by far the best thing about it was the three actions. Not sure how it would translate to OL but if it’s even half as fun as it was in PF2E then I have to use it. The most debatable thing about this rule was it’s “no repeats” restriction which, again, I haven’t playtested so idk how it is in play.
Wealth Points: I actually playtested this one. This rule was a more simple version of RemixTheIdiots rule and I think that it fits very well with the type of game I was playing, a D&D 5E convert. It works well with the typical “Loot and plunder” campaigns that I’ve played a lot but for some campaigns I prefer OL’s vagueness as it’s way smoother and requires little to no bookkeeping.
Seperate attack and damage rolls: This comes from my roots as a D&D 5E player and I’m still unsure if I prefer a single attack roll or seperate hit and damage rolls. I’m currently leaning towards seperate but that can change very quickly with me lol.
Expendable, Auto-Hit, Combo Banes and Boons: This one hasn’t aged very well for me. It was my attempt to reintroduce more complex and expendable spells into OL and I don’t really like it anymore to be honest. I’m currently working on another Mana system which I think is an improvement from Preperations at least. If someone else sees these and have a good time with them, then more power to you but I have just lost faith in this.
Attribute merge: I’m still in love with this. I’ve grown to think that OL could use fewer attributes and some people may disagree with me on that but it’s what I feel. The way I tried to balance out removing an attribute could use some work but I’m still in love with the idea itself.
Flaw Feats: I’ve wanted these in the game since I first started reading up on the rules. I really love them and I’m excited to post more example Flaw Feats if I can come up with any.
Languages known: Works for some campaigns, works less for others. I just want it to be available in case I feel like using it in a future campaign. I’m really happy with the execution, it feels very elegant, it’s just not a very game changing thing.
Weapon Training: Again, I kinda miss this from D&D 5E. It could have turned out a little bit better but I’m pretty happy with it as it is. I also understand that, again, it works better for some campaigns than others and I just want it to be available in case I feel like using it in a future campaign.
If I missed anything or if you have follow up questions just let me know and sorry for the long reply