Then you may like this news.
Basically, bonus to to-hit and AC will be pretty rare, what scales is mostly damage and HP. So supposedly you won't have to worry anymore of keeping up with most numbers on your sheets, because what you get at first level, is what you're gonna use for most of your career.
<.< >.> Not sure if want...
On the one hand, it means you don't have to hunt down every last bonus to AC and to hit just to stay relevant. On the other hand, it means that a level 20 character will have just as much trouble hitting a goblin as he did at level 1. Even if he kills it in one hit now, it might still take 4 swings just to connect.
Also, they snuck in a few bits towards the end that are really telling, and I rather dislike.
They say that the goal is to make it easy for DMs to make rulings for improvised scenarios, implying that such scenarios should be expected to come up often. In my opinion, there should be explicit rules for 95% of situations, because it prevents DM abuse and unifies the experience between gaming groups. For example, what if at one table a DM decides that jumping over a pit is a feat of heroic strength, and has his players roll a strength check to jump over it. Then the next group over decides that jumping over a pit is a very agile and acrobatic thing, and has the PCs make Dex checks to clear the chasm. If there isn't a clear rule for what kind of skill jumping is, then this situation is not only possible but likely.
Second, they say "Now, we want to avoid situations where DMs feel bound by the numbers. ("Hey," says the player, "you said it was an iron-bound wooden door and I rolled a 17, what do you mean I didn't break it down?")" This closely relates to the issue above, in that different groups aren't even playing the same game any more. They're giving too much power to the DM - if you were playing in a group with a perfect DM, this wouldn't be a bad thing, but in my experience it just leads to railroading, the illusion of choice, and other DM douchebaggery.