It gives the DM some advice on adjudicating improvised attacks like shoving someone to a brazier of burning coals, and how to frame those in terms of the core mechanics.
The bottom of the page and the main "crunch" is a table entitled "difficulty class and damage by level" that gives you...
From what we've heard, race and class adjust the ability scores themselves.
*If* there are a significant number of adjustments to the "defenses" that don't adjust the ability scores, you have a point, but we simply don't know yet.
There is a difference between attack rolls that depend on your skill (level in 4e) and saving throws that only depend on the target's skill (AD&D saves). 3e is sort of an amalgamation of the two in that (I think) the result is supposed to mostly depend on the target's skill, but in practice it...
After preferably both a core set and a basic set:
1. Campaign setting - they are saying FRCS
2. Adventures - lots of them, start with a few very polished
3. Advanced classes - so they don't clutter the PHB
4. Advanced races - ditto
5. Advanced campaigns - kingdoms, armies etc. that didn't fit DMG
No, they are saying the opposite. They will design the math so that 8 levels lower 5e creatures will still be threats, just easy to deal with like 4e minions of about your level.
Within context, I read that as just saying enemies don't scale with your level: the orc has the same AC and to hit when you are level 10.
I.e. not about what happens to your stats.
Can't remember what AD&D books say, but 3e DMG certainly tells you to adjust the EL and/or XP award for encounters that are easier or more difficult than expected due to something outside the PCs' control. (As opposed to encounters that they overcome easily due to smart strategy.)
Actually...
Yes, that's what I'm saying. If you want to give the level 10 Necromancer some minions, just put in a few zombies and two 3rd level fighter bodyguards.
No, I think splitting rangers into TWF and archery makes about as much sense as splitting Witches by the color of their panties.
Certainly possible (unlike 2+2=broccoli), but... not the most important distinction.
You left open the question of when those fighter maneuvers would be usable. Every one you pick can be used whenever? Once a day or encounter? That's the most critical question IMO.
At least trip and grapple are options that even with no feats are very useful in certain encounters. The former due to attacks of opportunity and loss of full action for the target. The latter because the target can't use many special attacks in grapple.
Additionally, trip and sunder allow you...