Attacks (Target 20)
Scale (5 ft, 10 sec)
Encumbrance (Stone Units)
Money (Silver Standard)Coins in the middle ages weren't usually gold; in general, daily transactions were made with silver coins. Therefore, it makes a lot of sense to interpret all prices as being in silver pieces instead of gold pieces. Still use the conversion rates in OD&D as written (1gp=10sp; 1sp=5cp), and award 1 XP per silver piece of treasure. For treasures, you should also divide all coin amounts by 10, so that game balance is identical to that seen in the books.
Advantages for using a silver-based system include: (1) More traditional flavor to coinage, making gold and large treasure troves something special; (2) Prices are then (surprisingly, perhaps) in tune with historical sources, and we can apply real-life medieval wages and prices to the game; (3) Characters can carry much greater amounts of value (and experience) on their persons, particularly at the higher levels, without resorting to bags of holding and the like.
One other numismatic note: Shillings and pounds were not coins! For example, England regularly used the silver Groat (1/3 shilling) and gold Noble (1/3 pound), and we presume something similar here for our "silver pieces" and "gold pieces". Posts on the preferred money system: one, two.
Classes (Clerics Removed)
The advantages I personally find to this approach are so numerous that I'm compelled to present them in list form:
- Don't have to detail a list of gods before play begins (i.e., avoids DDG-type requirement); can keep gods as a mystery or forego them entirely.
- Don't have to deal with integrated Christian mythology and institutions (equipment-list crosses, biblical-based spell list, Catholic class level titles, etc.)
- Don't have to deal with proliferation of miraculous abilities among clergy in every church in the campaign.
- Streamlines the magic system to just one class (wizards).
- Avoids many problematic spells (silence 15' radius, know alignment, etc.)
- No open-access to entire spell list, thereby avoiding brokenness (becoming overpowered) and plot irregularities when spell lists are expanded.
- No turn-undead ability, which turns otherwise fearsome monster types into the most easily defeated ones.
- Healing "requirement" is spread across entire party, not just one player.
- Creates an elegant system of one class each using d4/d6/d8 hit dice, none/light/heavy armor, and attacks progression at 2/3/4 levels.
- Avoids disassociation with priest/healer archetype that is more generally seen as peaceful, robe-wearing, etc.
- Avoids robbing fighters of specialty in wearing heavy armor.
- Avoids singularity of the only class unavailable to demihumans or multiclassing in OD&D (or listed as NPC-only in the AD&D PHB).
- Avoids oddity of one class type mostly missing from OD&D wandering monster tables.
- Matches most pulp fantasy sources in which fighters/thieves/wizards are common, but miraculous warrior clerics are rarely (if ever) seen.