We need to start working on how the game will actually play. Now I'm open to suggestion but I feel we should at least apply Lord British's Law.
"If you can't at least pick it up. Its useable." Or something along those lines.
We don't actually need D&D mechanics and it would seem that a game on this level of MMO pen and paper rules aren't really going to work, unless we actually want to create less than what we want to achieve. However I could be wrong. My knowledge of D&D mechanics is quite limited.
I would agree, the mechanics for pen and paper are different from what is required of an MMO. That would also allow us to tinker a bit more to rebalance some stuff, such as making all of the races even as opposed to having almost all of the planer races at LA +1, and it keeps us from treading in places where the WotC lawyer's would feel compelled to come after us.
I guess the question then becomes where do we start? Should we go with four or five options each for races and classes?
EX) Races: Human, Dwarf, Elf, Goblin and Tiefling
Classes: Warrior, Mage, Cleric, Thief and Barbarian
For the races in my example, the first three are all fantasy staples and can help ground people who have no PS experience. The goblin is known, but not often a PC race in MMOs, so that adds a bit strangeness to it, and the Tieflings are iconic to the setting. We can always add other races as more people join.
Classes are all fairly basic, Warrior as a tank/damage, Thief as a debuffer and pinpoint attacker, Barbarian as DPS, Cleric as buffer/light tank, and Mage as ranged magic.
Drake