>>9341108
Exactly. Creating a 3.5 character can take a while, but that's not because the core mechanics are complicated. At it's heart, D&D is 'you have six stats which modify different types of rolls. to perform an action, roll d20 + modifiers and see if you beat the DC'.
The complexity comes from the huge list of classes, feats, and spells. If you took out all but the most basic options there, 3.5 would fit on maybe four pages, certainly no more than six.
Which is the case with almost every game when you strip it down to its core mechanics. Most of the pages in a rulebook are character options (feats, powers, spells, contracts, charms, stunts...) and tables for things like carrying capacity and falling damage - not pages and pages of text describing some horribly convoluted core mechanic.
So my point, I guess, is why present a different core mechanic? Often, it's because you have a nifty new idea that lets you do something that can't be done with d20 or d% or dicepools (Madness/Exhaustion/Discipline in Don't Rest Your Head, for example. Or fate points, or diceless things like Polaris, and I guess roll and keep maybe).
But (and correct me if I'm wrong. Obviously I've missed some things already), it seems to me that this system is just changing some of the numbers around on established mechanics, and I'm not sure what the value of that is compared to, say, getting rid of rules and options you feel are superfluous from your favorite d20 game.