Dominic says:
Solution in my eyes would be probably a larger group of players or a kind of complete system overview - I'm not sure, probably both. :-D
Well, the problem with that would be that MacConnell has most of this stuff in his head. This is the newest revision of the rules set. Previous editions were available in written form (via privately shared Google Docs) but the rulebook was large and comprehensive, and a lot of the players from that era complained about how complex it was.
[ +- ] I wasn't one of the ones complaining.
I've been playing D&D since 1979, and I still have 90% of the 1st and 2nd Edition D&D rules committed to memory, as well as about 70% of the 3rd Edition. I have a head for rules systems, which is why I am in the middle of creating my own 3.x OGL rules set. But MacConnell's rules set DOES require a bit of study, and careful reading, to fully grasp the entire concept.
So when Mac started posting here, his idea was to throw out his old system, which was very rules-heavy, because his intent was to make the rules so simple that they would be an afterthought, and players could concentrate on just playing the game, and telling the GM what they wanted their characters to do. The plan was for the GM to handle the mechanics side, or at least 85% of it.
Think of this version of the rules as the Red Cover Tom Moldvay Dungeons and Dragons Basic Rules. The previous version of Mac's game was more akin to D&D 3.5, if all of the supplemental books were integrated into the Player's Handbook. i.e., a beast of a book, by comparison.
The one thing you should keep in mind is that in Mac's game, there are NO restrictions. There are NO limits. Just figure out what you want to do, and Mac will show you how to do it. There are no "classes" per se, just a series of skill paths, that lead to the character choosing a specialty. It really is an awesome system. But I get it; not knowing how the game mechanics are structured can be scary, if you are used to plotting your character's actions based on what you know the probability of success will be, based on your knowledge of how the mechanics are constructed. It's the whole "optimized build" mentality; LET GO OF THAT. It took me a while to realize it, but in Mac's system, optimization takes care of itself. In Mac's game, there is no way to build a weak character. I know. Scary isn't it? Ha ha.