This has been "out there" for a while but there was an official announcement a couple of days ago.
I am pretty excited about this.
21 minutes ago
2a. Alignment - Three basic ways of life would guide the actions of everyone in the world (lawful, neutral, chaotic).
2b. Alignment Languages would be a definite part of the setting.
2c. Low magic - low power. Especially if you take the conservative view on spellbooks. Fighters would remain relevant at higher levels. Less powerful magic items.
2d. Deities are beyond the scope of monster stats.
2e. Dungeons and wilderness would be populated with NPCs, humanoids, giant animals, dinosaurs, and mythical monsters. It would be missing many of the "iconic" D&D monsters such as beholders, liches, demons, etc.
3a. The design process for creating a dungeon is outlined as a very systematic process in the basic rulebook. Each dungeon would be designed for a specific scenario or quest, would include one or a few specific monsters and the rest would be randomly generated.
3b. Lots of characters would die facing the forces of chaos in the dungeons.
5a. The wilderness design process focuses on a micro to macro process. Not far reaching campaign worlds.
5b. The base town is for healing, magic, rumours, retainers, and selling (read fencing) treasures found.
Roll a d6:The Northern Marches wilderness is designed so that the further the party gets from the town of New Hareth the more dangerous the encounter, I can then pick monsters of the appropriate difficulty and terrain.
1-2 Monster - these can either be lairs or dungeons
3 Trap - I use this for actual traps, difficult terrain such as a river crossing, cliff face, etc., or clues such as trails, totems, footprints, etc.
4 Special - I often use the Judges Guild Ravaged Ruins table
Fighter and Barbarian use 1d8 / point of CON
Atlantean, Savage and Thaumaturge use 1d6 / point of CON
Thief and Sorcerer use 1d4 / point of CON
For example, a Fighter with a Constitution of 12 would roll 12d8 for hit points.
2a. All classes have a base Melee and Missile THACO:
Fighter - Melee 15, Missile 15
Savage - Melee 16, Missile 15
Barbarian - Melee 15, Missile 17
Atlantean - Melee 16, Missile 16
Thief - Melee 17, Missile 17
Thaumaturge - Melee 18, Missile 18
Sorcerer - Melee 19, Missile 19
2b. Using the standard Bonuses and Penalties Due to Abilities from B/X:
Modify the Melee THACO using the bonuses and penalties from Strength, Dexterity and Wisdom.
Modify the Missile THACO using the bonuses and penalties from Intelligence and double the Dexterity bonuses and penalties (effectively counting Dex twice for Missile THACO).
For example, Barak the Barbarian begins with a base Melee THACO of 15. His attribute scores include STR of 17 (+2), DEX of 12 (nil), and WIS of 8 (-1). His adjusted Melee THACO is then 14 (15-2+0+1... remembering that a bonus reduces THACO while a penalty increases it).
His base Missile THACO is 17. This is modified by his DEX of 12 (nil) which is doubled (but still nil) and INT of 9 (nil) resulting in an adjusted Missile THACO remains 17.
Monsters and NPCs would use a base THACO of 20 minus HD, modified by the mercy or blood-thirstyness of the DM.
each ability has a maximum score of 18 - if a bonus would increase the ability higher than 18 the bonus is disregarded for this level.
For example, Barak gains enough experience points to reach 3rd level. The player rolls 2d8 and scores a 7 which is greater his new level of 3 so he gains a bonus to one ability. The player rolls a d6 and gets a 3 so Barak's Wisdom goes up by 1, from 8 to 9. The player will now recalculate Barak's Melee THACO.