Normally in D&D, strong creatures are represented by having a higher Strength score. This makes sense, but it is bad because it causes to-hit values to get out of control. A few suggestions for how to deal with this.
(a) Separate attack and damage rolls. Give characters a to-hit bonus that...
Bingo. It really depends on the purpose that classes serve within the system. If classes are professions, it makes sense for them to have special skills. If classes are archetypes, then you don't need that specialization.
The problem with rogues is that they defy the traditional adventuring party. When it first started out, D&D had three classes: the fighting man, the magic-user, and the cleric. Each of these classes interacts with the game world relatively simply. The rules for them revolve around combat and...
The DM did use them for that purpose, we just didn't like them because they felt like cheating. We instantly knew which monsters were minions (no rolling for damage, they automatically drop on a hit), it felt like a huge, frustrating waste to use an encounter or daily on them (hit point bloat...
You're taking hit points too literally as wounds. A character can be banged up and have full hit points, and he can be banged up and have low hit points. Think of the Healer feat as the ability to quickly give someone a whiff of smelling salts or a salve that dulls his aches and pains.
It was the Murder at Baldur's Gate playtest, and our GM was really great. Rather than giving a comprehensive rundown of everything that happened (I'm lazy), let me address a few things.
• It felt like D&D. This was the big one for me. The game played a lot like the D&D I know and am used to...