Thorin Stoutfoot said:
From a game designer's point of view, the reason for levels is because levels and the quantum jumps in power that comes with them is a heck of a lot more exciting for players than spending individual xp, one at a time. Try getting excited about getting 2 extra hps every session. But when you get 8 hit points after 4 sessions because you 'leveled', it feels a lot more different, and it's a lot easier to get excited about. The same goes for spells, spell progression, etc.
I'll grant this, but there is a continuum between levels and spending points as you get them. I agree the lumpiness of levels can contribute to wanting to play (just one more level, mom!). But I think you could easily introduce a lumpy advancement system that isn't levelling. CODA's idea of going to Bob's Skill and Feat Store every 1000xp, for instance. You can advance in a carrot-like, lumpy fashion without resorting to levels.
Also, tho I must admit I have a fondness for more skill-based systems, Monte's point about classes providing focus for character development is absolutely true. I just would like to see each class made more open and flexible. I would also like to see any and all multi-class restrictions removed, with each class having a lot more things they can do - kinda like the fighter, only more so. The 3E classes are a lot more open and flexible than those in former editions, but I think they could be even more so without losing their flavor. I'm not convinced the d20 Modern approach is quite what I wanted, either.
As to hit points, I'm not really sure I buy the idea that you need a truckload of hitpoints to play heroic fantasy. Isn't it *more* heroic to face the Dragon with fewer hitpoints? I would like the HP mechanic to suggest that I'm not being hit rather than shrugging off damage (whatever HPs are supposed to represent, I feel that losing hitpoints mechanically suggests that one has been smacked, not that one narrowly dodged the blow). I would also like to see hitpoints maybe level off after a while. There should be a limit to how much physical damage you can take, regardless of level, and I would make it race-based, modified by CON.
Finally, if (like in a quote above) you define "dungeon" to be "any locale where conflict happens" then gaming never left the dungeons, and all games take place in them even those set on the floating islands. Personally I think venturing underground over and over again becomes fairly tiresome, and I would like to think I could face danger and have adventures in other locales. "Out of the Dungeon", as it were. That said, a chapter on designing interesting locales to channel adventurers, and tips on making places tacticly fun to fight in would be very welcome, and I feel the DMG does only an OK job at this.
I really didn't mean to write a treatise, really!
*edit*- fixed some typos
dr jekyll