One day, I hope to actually play DnD.
while it was decided for the system to function on roll under i do think perhaps AC should perhaps be the exception to that rule and should work pretty much as it currently does in 5eI'm working on a rough draft of the Fighter now, with maneuvers being more like the current battlemaster maneuvers than the LU maneuvers.
People are divided on subclasses versus no subclasses-but-feats versus folding barbs, rangers, etc., in the fighter class versus those that want them to be their own class versus those who want there to be lots and lots of classes...
Thus, when I am done with this first draft, we should really decide once and for all how we're doing these classes. At the moment, I'm leaning towards ranger, paladin, barbarian, and warlord/marshal/captain/whatever being the archetypes. But we'll decide later. (And some people thought rangers should be rogues.)
But right now, we should think about combat. I'm going to assume that since this is a roll-under game, that the better the armor, the lower the AC. But we're including proficiency bonus and higher stat mods in this game.
In AD&D, combat was actually roll-over, not roll-under. THAC0 18 against AC 6 means you have to roll (18 - 6) 12 or higher. In fact, most things in AD&D1 were roll-over, except for straight ability checks. Which from what I've read weren't really a codified part of game, at least not from the start. But if we really want this game to be roll-under, then I would prefer if we kept all rolls, other than damage, as roll-under.
An unarmored AC is traditionally 10, but a 1st level character with a PB of -2 and a stat mod of -3 is going to be rolling under 10 a lot.
So what should we do? We could change it so that stat mods and the proficiency bonuses are smaller. We could make it so armor provides either less or more of a bonus, whichever would make it harder to hit. We could lean into it since we're also going to be doing wounds (based on Con), so it doesn't matter as much how much hit point damage you take because it's the wounds that will kill you and are hard to heal. (Maybe each time you get reduced to 0 hp, you take a wound; poisons, "level drain," and so on could also cause wounds.)
tangentially was it decided if multiclassing was going to be allowed or not?