Here is what I propose for 5E.
A melee attack roll should be
1d20 + attacker's strength modifier + 1/2 levels
+/- situation modifiers
versus
defender's armor class + 1/2 levels
A ranged attack roll should be
1d20 + attacker's dexterity modifier + 1/2 levels
+/- situation modifiers
versus
10 + defender's dexterity modifier + 1/2 levels
A magic attack roll should be
1d20 + attacker's intelligence modifier + 1/2 levels
+/- situation modifiers
versus
10 + defender's intelligence modifier + 1/2 levels
Pathfinder's and 4th Edition's system doesn't have to be that complex.
Do away with Fortitude, Reflex and Will and just rely on 10+strength modifier, dexterity modifier, or intelligence modifier + 1/2 the total levels if a multi-classed character.
5th edition really needs to do away with redundant powers.
Feats, Rituals, Utilities, Powers, Exploits, Skills, Senses, etc. all need to be grouped under about 4 class powers.
Opportunity, Triggered, and all the other names for taking actions outside the character's turn need to be combined into one thing "Triggered Actions".
We need to get creative with them and really increase their worth during encounter combat.
A melee attack roll should be
1d20 + attacker's strength modifier + 1/2 levels
+/- situation modifiers
versus
defender's armor class + 1/2 levels
A ranged attack roll should be
1d20 + attacker's dexterity modifier + 1/2 levels
+/- situation modifiers
versus
10 + defender's dexterity modifier + 1/2 levels
A magic attack roll should be
1d20 + attacker's intelligence modifier + 1/2 levels
+/- situation modifiers
versus
10 + defender's intelligence modifier + 1/2 levels
Pathfinder's and 4th Edition's system doesn't have to be that complex.
Do away with Fortitude, Reflex and Will and just rely on 10+strength modifier, dexterity modifier, or intelligence modifier + 1/2 the total levels if a multi-classed character.
5th edition really needs to do away with redundant powers.
Feats, Rituals, Utilities, Powers, Exploits, Skills, Senses, etc. all need to be grouped under about 4 class powers.
Opportunity, Triggered, and all the other names for taking actions outside the character's turn need to be combined into one thing "Triggered Actions".
We need to get creative with them and really increase their worth during encounter combat.