Some clever ideas have been thrown around in other threads, which made me wonder about some possible design decisions regarding dice use in combat :
damage as a function of the wielder, not the weapon :
when assigning a damage potential to each character/monster, what about assigning it to its build (class/level/theme/feats/whatever) rather than to a weapon. For instance, Fighters could be d10, rogues d6 melee damage, regardless of their weapon. This die value could be combined with expertise (for example, a lvl 5 fighter could have 3 maneuvers dice available, at d10 value when used for dealing melee damage). Feats / weapons would open maneuvers (such as 2-Handed : apply your str mod to damage, or Blade Defence : you have advantage on one die when you parry). It opens a huge design space while staying true to DnD, I think.
Schroedinger HP
(I know I'm asking for it
)
I am a huge fan of HP design in 4E, with number of surges and surge value defining two axes (in 4E : pacing and staying power in combat, roughly). If this clever design is to be ditched, let's use some of the design space around HP differently. What about characters not having HP on their sheet, but only Hit Dice. These dice would get rolled only to counter some "hit". For example, if Bob the Fighter takes a 8-damage hit, he has to pay for it rolling hit dice : at least 1, possibly more if he doesn't roll high enough on his d10. If we track the unspent extra points, Bob has exactly the same HP total he would have if he had his HP total rolled at levelling-up, so the game balance doesn't change for a single combat... but now Bob is no longer aware of the fuel remaining in his tank, which makes combat riskier and imho more exciting. It also open a huge design space for dice tricks spending those Hit Dice simulating buffs/debuffs. Imagine an Assassin "Death Attack" as giving the target disadvantage on all his dice, "Coup de Grâce" as minimizing target dice, etc... It gives the same class differnetiation and plot protection for high level characters as our HP system, but cuts some of the high HP sillyness due to the HP attrition game being played with perfect information (as in "I have 80 HP so this 10d6 fall cannot possibly kill me"). Of course, the added variance is going to work against the PC in the long run, but this problem could be addressed via (intersesting) healing rules, adequate group/PC builds, etc. In this paradigm, HD is explicitly damage mitigation, so you don't get wounded until you get dropped, so hopefully, having a Battle Captain giving you tactical insight or yelling to hold the line can plausibly help you on your HD rolls.
Can it work ? Is it still DnD for you ?
damage as a function of the wielder, not the weapon :
when assigning a damage potential to each character/monster, what about assigning it to its build (class/level/theme/feats/whatever) rather than to a weapon. For instance, Fighters could be d10, rogues d6 melee damage, regardless of their weapon. This die value could be combined with expertise (for example, a lvl 5 fighter could have 3 maneuvers dice available, at d10 value when used for dealing melee damage). Feats / weapons would open maneuvers (such as 2-Handed : apply your str mod to damage, or Blade Defence : you have advantage on one die when you parry). It opens a huge design space while staying true to DnD, I think.
Schroedinger HP
(I know I'm asking for it

I am a huge fan of HP design in 4E, with number of surges and surge value defining two axes (in 4E : pacing and staying power in combat, roughly). If this clever design is to be ditched, let's use some of the design space around HP differently. What about characters not having HP on their sheet, but only Hit Dice. These dice would get rolled only to counter some "hit". For example, if Bob the Fighter takes a 8-damage hit, he has to pay for it rolling hit dice : at least 1, possibly more if he doesn't roll high enough on his d10. If we track the unspent extra points, Bob has exactly the same HP total he would have if he had his HP total rolled at levelling-up, so the game balance doesn't change for a single combat... but now Bob is no longer aware of the fuel remaining in his tank, which makes combat riskier and imho more exciting. It also open a huge design space for dice tricks spending those Hit Dice simulating buffs/debuffs. Imagine an Assassin "Death Attack" as giving the target disadvantage on all his dice, "Coup de Grâce" as minimizing target dice, etc... It gives the same class differnetiation and plot protection for high level characters as our HP system, but cuts some of the high HP sillyness due to the HP attrition game being played with perfect information (as in "I have 80 HP so this 10d6 fall cannot possibly kill me"). Of course, the added variance is going to work against the PC in the long run, but this problem could be addressed via (intersesting) healing rules, adequate group/PC builds, etc. In this paradigm, HD is explicitly damage mitigation, so you don't get wounded until you get dropped, so hopefully, having a Battle Captain giving you tactical insight or yelling to hold the line can plausibly help you on your HD rolls.
Can it work ? Is it still DnD for you ?