Based on M74 by Randall S. Stukey who based his game on OD&D from 1974, I’ve made the following changes:
I’ve also made some changes:
I think I still have to add small notes to spells regarding duration. I’m not sure how much info to add, here. Generally I’d prefer to keep it vague (while concentrating, short, daily, or permanent). The same is true for distances. Just fudge it! We’ll see. Basically “while concentrating” means that you can’t cast any other spells or fight, everything else goes on for a while and allows you to cast more spells (eg. Spider Climb or Light), and then there’s the interesting stuff: Permanent effects!
For a while I toyed with the following: “Clerics can wear any armor. Clerics may not use magic weapons.” (Replacing the restriction of only being able to use blunt weapons.) In a way intelligent magic swords were the most awesome weapons, and thus forbidden to clerics. This would have replaced the old arbitrary restriction with a new arbitrary restriction, which is why I don’t feel good about it. Introducing a different base attack progression for clerics and wizards would have been the alternative. I’m not sure I would have liked that. That’s why I stuck with the armor restriction, even though I’m not sure I like it. I guess the in-game answer is “training”.
I’m still looking for a way to prevent relying on high stat bonuses. I can already hear people complaining that they cannot be a fighter because their STR is less than 15.
Other things on my mind: Add surprise rules (surprised on 1-2 on a d6), add encumbrance rules (my favorite would be something like a carrying capacity of 12 items).
Well, all I’m lacking is a group to playtest these rules!