I've been kicking around an idea for a semi classless system for d20. I'm curious to see what people think, and so I present the following:
The Basics
Step 1: Design a Chassis and assign your Ability Modifiers. You have 12 'Design Points' (DP) with which to build your Chassis.
Hit Points 0 DP: 6+Con at 1st Level/3 hp per Level after, 1 DP: 8+Con at 1st Level/4 hp per Level after, and 2 DP: 10+Con at 1st Level/5 hp per Level after.
Base Attack Bonus 0 DP: +0, 1 DP: +1, 2 DP: +2. BAB does not increase with Level, and is a prerequisite to some Class or Racial Abilities. There will be Class Abilities with the potential to increase BAB.
Defenses Yes these are similar to the Defenses from Saga except that you don't add your Character Level. 'Good' Defenses get a +2 Bonus. 1 DP: 1 Good Defense, 2 DP: 2 Good Defenses, 3 DP: 3 Good Defenses.
Beginning Skills Feats, Skills, Skill Tricks, and Armor/Weapon Proficiencies will all be rolled into Skills. The more ranks you have in a skill the more abilities you have with it. In short most Fighter Type Feats will be skills now, and instead of weapon or armor proficiencies you will have ranks in the appropriate weapon or armor skill. Having ranks in a Skill makes you Proficient, and you add Stat Bonus +2 to Checks for Proficient skills as opposed to just the Stat Bonus. O DP: Choose 6 skills, 1 DP: Choose 8 skills, 2 DP: Choose 10 skills. You get to choose that many and they are considered Class Skills. Optionally some classes may require a skill (for example instead of saying 'choose any 8', Cleric may say 'choose any 8, one of which must be Knowledge: Religion'). After first level you may spend 2 skill points to get another class skill at 0 ranks.
Skill Points Per Level (x4 at 1st Level) 1 DP: 4+Int, 2 DP: 6+Int, 3 DP: 8+Int
Class Abilities 1 DP: Choose 2 at 1st Level, 2 DP: Choose 3, 3 DP: Choose 4 at 1st Level (plus 1 per additional Level). Class Abilities vary by name depending on Class (Maneuvers for Fighters, Spells for Wizards, etc.). You may also upgrade one power per level, and there may be a list of generic everyman powers any class can take. As an option instead of taking Class Abilities, you may take Abilities based on your Race instead. You decide which at each Level. Each power lists it's Associated Ability Modifier. You use that Ability Modifier for Bonuses, etc.
Beginning Attributes Instead of a Attribute Scores you have Modifiers that applies to Checks, Defenses etc. Distributable is the amount of points you can break up among your abilities at first level to custom modify your PC. They can be assigned to one attribute or broken up as you wish (for example if you have a +3, you can raise your Str to a +3, or raise three attributes by +1 each). The maximum Bonus that can be assigned to an Attribute at 1st Level is +4 (this can be higher due to Racial Bonuses or Class Abilities). Optionally you may take Flaws that will lower an Attribute to a Penalty as opposed to a Bonus in exchange for more higher Attributes, but the Penalty cannot be lower than -4. 1 DP: +7 Distributable, 2 DP: +6 Distributable, 3 DP: +8 Distributable.
Class Bonuses You gain a Bonus every 6, 8, or 10 Levels (I'm thinking of just restricting this to 10 levels period). Bonuses are increasing an Attribute, increasing the Bonus to a Class Ability/Good Save/ BAB/Class Skill, some sort of Class Specific Power, etc. Basically you get something nifty. 0 DP: Every 10 Levels, 1 DP: Every 8 Levels, 2 DP: Every 6 Levels.
Step 2: Choose a Race and apply it's Ability modifiers and choose 1 free Racial Power at 1st Level. Races basically just give you a set of Ability Modifiers, a Type (and possibly Subtypes) and one free Racial Power with access to additional Racial Powers at each level. Effectively races with multiple abilities that would have LA in 3.5 now have a set of abilities to choose from at each Level.
Step 3: Choose an Alignment. This is not the traditional behavioral restriction, it is which of the powers that be that you have chosen to align yourself with. For example a Demon worshiper would be Chaotic Evil, while worshipers of other Gods would be differing Alignments. You may also choose to be Neutral and remain unaligned. Some Class Abilities may require a specific Alignment.
Step 4: Choose initial Class and Class Abilities and assign Skills and Feats. There are 7 Classes: Arcane Caster (Supernatural Abilities from skill or personal power), Divine Caster (You have Supernatural Abilities base on interaction with various Powers That Be), Rogue (Skill based class that handles various out of combat problems and assists in fighting sometimes), Scout (Rogue/Warrior), Trickster (Arcane or Divine Caster/Rogue), Warmage (Arcane or Divine Caster/Warrior), and Warrior (class primarily associated with combat skill).
Step 5: Generate wealth and buy equipment. Magic items will now be a generic class ability any class can take. That ability will be the prerequisite to unlocking further abilities. For example if you take Magic Item (Weapon, Melee) your melee wepaon is now a magic one for purposes of overcoming DR. You also now can get further abilities with it like Vorpal, Keen, etc.
Yes I know it's in a very rough stage, I'm wondering what people think before I pursue it further.