Fuck it, let me just toss out a couple other things I really like about the system. I'm typing this on my phone so hopefully it's all right.
All races have a list of default traits, so for example an elf might have 12 different possible elf traits. Stuff like moving silently, or climbing trees well, or being resistant to charm magic, stuff like that. I believe each race has a negative aspect as well, I forget what elf is but let's just say they are seen as snobbish and so they have disadvantage on persuasion checks. Again I'm just making that up. When you make your character you choose your two lineages, basically from your mother and father's side effectively. If you choose elf-elf you have to take that negative, but then you choose six positive traits. So you could make a wood elf, or a high elf or whatever based on the traits you pick. Now let's say you chose elf-dwarf, well now you just have to take one of the negatives, so you could talk the elves snobbish trait, or the dwarfs short trait that maybe reduces your max speed or something. But then you could mix and match the positive traits, make yourself resistant to poison, great at climbing trees, and able to speak with animals once a day or whatever. I believe you get one less positive trait if you're mixed race then if your pure blood as a small penalty. But yeah, it allows a ton of racial customization, because let's say you want to play a little imp character. Dad's a tiefling, mom's a halfling - you could make yourself a little imp. Roleplay wise your dad and mom don't really have to be those races, they can both be imps, do whatever the fuck you want, it just lays the groundwork for making basically any type of character you want from a race perspective.
He's also trying very hard to differentiate the classes . Basically all the Marshall classes have a stamina point system, where you can do cool moves by using your stamina points, and then each class can regain stamina points by doing their class fantasy. So for example a barbarian regains stamina by either hitting things really hard, or getting hit really hard. A rogue regains stamina by sneak attacking people that have status effects on them, or that are flanked.
All the casters have mana points. I'm not 100% sure how spellcasting is working, but I feel like maybe spells don't have levels? Like if you're a level one and you cast a fireball, the max mana you can spend on it is one, so it's just kind of a tiny weak fireball. As you level up and can put more mana into things they get stronger. Again not really sure how that works for spells they don't really have scaling effects? I haven't really looked into casters that much. I do know that like the martials he's trying very hard to differentiate them, so for example wizards have the ability to spend an action to summon a ring of runes around them that boost one type of damage. So a wizard who summons fire runes around themselves who normally can only cast a one mana fireball, could now cast it as a two mana spell. Sorcerers on the other hand have magic innately in their blood, so while they can't upcast their spells, they can sacrifice hit points to continue casting after they've run out of mana. Also because sorcerers are innately magical, they choose which type of magic they cast at creation and always follow that spell list. Again I don't know the spell school's off the top of my head, but they basically have arcane spells like wizards, nature spells like druids, holy spells like priests, or whatever. So you could make a sorcerer who is basically a cleric that can sacrifice their own life to heal the party, while somebody else is a sorcerer who is throwing fireballs around, or speaking with plants.
There are only four stats in the game, two physical stats and two mental. Might, agility, intelligence, and charisma. Your ability scores are just your modifiers, so you might have a character that is might +1, agility +3, intelligence +1, and charisma -2. You also have something called a prime modifier, this is the stat you use for your combat rolls. Your prime modifier is always equal to your highest modifier, so in the above example because agility is +3, your prime modifier would be +3. That means that you can make whatever kind of character you want. You want to make a rogue who is weak and slow, but smart and charming? Go for it, you will still get a plus three when you stab guys because you're using your intelligence to know where and when to strike, and your charisma to fake them out on what you're doing. Explain however you want, but again it just lets you make whatever character you want.
So that's just some basic character creation stuff that I think is done way better than anything D&D does. If any of that sounds good to you, that's basically what the whole project is. Just stuff that is still very similar to D&D, but just done in a way better way.