Not a problem.
limiting total levels to 20. As long as there will be epic play options at higher levels.
limiting humanoid natural abilities to 20(+5) as long as magic could increase that
limiting humanoid armor class to a natural 20 as long as higher numbers are available due to magic
doing away with toHit bonuses from level advancement, as long as there is a reasonable progression of abilities that improve to hit
Problem #1
Automatic hits and damage.
Designer reason for it: to make 1st level players feel useful by letting him or her do a little damage.
Solution: We don't need it because even 1st level characters were scoring hits on high level monsters. When the armor class is capped and the natural to hit bonus difference between the lowest level and highest level is only +5, the lowest level can score more hits. 1st level characters could even beat the Hook Horror. Lost half the party doing it though.
Problem #2
Unnatural healing during an extended rest.
Designer reason for it: so the party won't rely on the clerics so much.
Solution: Have healing as a power that any class can learn. Allow healing powers to heal 1/4th max hit points just as in 4th edition. Let those powers fully heal the party during an extended rest. Otherwise, have a more disbelief suspending method of natural healing unaided by magic.
Problem #2 .5
Clerics don't want to waste their standard action always healing.
Solution: Giving all characters +1 standard action every 5 levels will solve this problem and a host of other problems. If monsters like the Hook Horror can get 2 attacks, why can't all characters?
Problem #3
No Opportunity Attacks
Designer reason for it: It slows down the game.
Solution: Fine, but a character or monster attempting to rush by an able attacker's adjacent field of view must stop. If not, then I guess anyone could run in and out of a gauntlet without being hurt. I can't suspend my disbelief to allow that.
Problem #4
Powers that render characters and monsters helpless are a little too powerful.
Solution: Allow all powers to be at-will actions except burst powers and those powers that render an opponent helpless. Make those powers encounter x1. Never mix a burst power with a render enemy helpless power so that everyone in the burst is helpless. That could kill an entire party in just a few rounds as witnessed in the classic Goldbox games.
Problem #5
hit dice rolls just aren't going to fly
Designer reason for it? It's challenging. It's risky.
Solution: Even in the play-test the hit points were fixed. I don't want low hit points at my table. I can't make any sessions work without killing characters with low hit points. I want the character's constitution score added at 1st level. I won't budge on that. Now rolling for hit points might be fine as long as there is some minimum hit point progression. But we still don't know how damage dice is going to increase during level progression. It is important to know that before we can determine just how good or bad the rolling hit dice for hit points method will be.
I'm thinking that the game will play very nice if we have a level-up reward progression something like this.
progression at
even levels
odd levels
every level
every 5 levels
every 10 levels
+1 to an ability
+1 feat/skill/prayer/spell
+6-12 hit points
+1 standard action
+1 burst
+1 to all feat/skill/prayer/spell bonuses to hit and or to damage
no damage dice increase
limiting total levels to 20. As long as there will be epic play options at higher levels.
limiting humanoid natural abilities to 20(+5) as long as magic could increase that
limiting humanoid armor class to a natural 20 as long as higher numbers are available due to magic
doing away with toHit bonuses from level advancement, as long as there is a reasonable progression of abilities that improve to hit
Problem #1
Automatic hits and damage.
Designer reason for it: to make 1st level players feel useful by letting him or her do a little damage.
Solution: We don't need it because even 1st level characters were scoring hits on high level monsters. When the armor class is capped and the natural to hit bonus difference between the lowest level and highest level is only +5, the lowest level can score more hits. 1st level characters could even beat the Hook Horror. Lost half the party doing it though.
Problem #2
Unnatural healing during an extended rest.
Designer reason for it: so the party won't rely on the clerics so much.
Solution: Have healing as a power that any class can learn. Allow healing powers to heal 1/4th max hit points just as in 4th edition. Let those powers fully heal the party during an extended rest. Otherwise, have a more disbelief suspending method of natural healing unaided by magic.
Problem #2 .5
Clerics don't want to waste their standard action always healing.
Solution: Giving all characters +1 standard action every 5 levels will solve this problem and a host of other problems. If monsters like the Hook Horror can get 2 attacks, why can't all characters?
Problem #3
No Opportunity Attacks
Designer reason for it: It slows down the game.
Solution: Fine, but a character or monster attempting to rush by an able attacker's adjacent field of view must stop. If not, then I guess anyone could run in and out of a gauntlet without being hurt. I can't suspend my disbelief to allow that.
Problem #4
Powers that render characters and monsters helpless are a little too powerful.
Solution: Allow all powers to be at-will actions except burst powers and those powers that render an opponent helpless. Make those powers encounter x1. Never mix a burst power with a render enemy helpless power so that everyone in the burst is helpless. That could kill an entire party in just a few rounds as witnessed in the classic Goldbox games.
Problem #5
hit dice rolls just aren't going to fly
Designer reason for it? It's challenging. It's risky.
Solution: Even in the play-test the hit points were fixed. I don't want low hit points at my table. I can't make any sessions work without killing characters with low hit points. I want the character's constitution score added at 1st level. I won't budge on that. Now rolling for hit points might be fine as long as there is some minimum hit point progression. But we still don't know how damage dice is going to increase during level progression. It is important to know that before we can determine just how good or bad the rolling hit dice for hit points method will be.
I'm thinking that the game will play very nice if we have a level-up reward progression something like this.
progression at
even levels
odd levels
every level
every 5 levels
every 10 levels
+1 to an ability
+1 feat/skill/prayer/spell
+6-12 hit points
+1 standard action
+1 burst
+1 to all feat/skill/prayer/spell bonuses to hit and or to damage
no damage dice increase