Got it in me that I want:
- at most 1 attack per round, preferably 1 die roll.
- to curtail bonus/damage creep.
- to eliminate bonus hunting/math.
- run a sub 9-12th level, low "power" game.
STR/DEX do not normally provide to hit/damage/AC bonus.
- 1hand weapons do d6 damage.
- 2hand weapons do d6 + STR mod damage.
- two weapons do d6 damage, add DEX mod to the single attack roll.
- Crossbow do 2d6(take best), doubles are critical/cool effect.
Instead of adding bonus tohit/dam, +X weapons increase damage die size. d6 -> d8 -> d10 -> d12. +3 max. Conversely creatures that required +X weapon to damage instead reduce damage die d12 -> d10 -> d8 -> d6 -> dNothing (immune). A sword of Slaying Foo would do d20 damage against Foos!
There are three levels of armor with increasing movement penalties and minimum strength requirements; Light AC8, Medium AC6, Heavy AC4. There is actually a fourth Plate AC2, but is so rare/expensive it's not regularly available "equipment". Instead of AC bonus +X magic armors (and other +X AC magical effects) provide a save. High dexterity provides armor like protection rather than adding to AC.
- Dex 13-15(+1) AC8 equivalent to Light armor.
- Dex 16-17(+2) AC6 equivalent to Medium armor.
- Dex 18(+3) AC4 equivalent to Heavy armor.
Pure Fighters have a couple talents unique to them.
- "Melee Master" -- Melee weapon damage dice explode.
- "Slaughterhouse" -- When in melee with opponents who are all less than your level gain X damage dice where X is "your level" - "highest opponent level". Damage dice may be assigned (before roll) to opponents that are close. One die per target, all targets get one die before any get two. It is assumed fighter is hacking their way through this fodder and thus can reach enemies who aren't directly adjacent.
- "Archer" -- Bows do 2d6(take best), doubles are critical/cool effect.
- "Errol" -- Light armor provides AC6(medium).
- "Flynn" -- Requires Errol. Light armor provides AC4(heavy).
- "Bloodlust" -- After dropping opponent, roll free attack against close opponent.
- "Backstab" When attacking a completely unawares opponent, damage die explodes >= half. So, e.g. 4-6 on d6 and 7-12 on d12.
- "Disarm" When maximum value on damage die rolled may forgo dealing damage for attempt to send your foe's weapon clattering across the floor . Success if rerolled damage die + Str mod or Dex mod > opponents to-hit bonus.
- "Charge!" if you can move at a jog or better and have room to charge then get to attack after move.
- "Reckless Assault" -- Attack single target and take best of two attack rolls. But suffer limited defense, anyone who attacks you also gets best of two attack rolls.
- "Called Shot to the Nuts" -- Take worse of two attack rolls. Normal damage and/or special effect depending on attacker's intention. Used to leave permanent mark "Zorro", cut above eyes (-2 to actions), hamstring (1/2 movement), sever tentacle, cut rope, target vulnerable spot (double damage), to shoot arrow into apple on head, etc.
Lots of other bits; Shattering Shields, Shield Walls, hit points aren't physical, Death & Dismemberment, Lucky Number, special weapon effects (flails negate shield bonus, pole-arms have reach, etc), non-martial types use d4 damage die, et "holy fantasy heartbreaker batman" cetera.
Replaced +X modifiers, damage multipliers, multiple attacks, other with changing die size, exploding dice, multiple damage dice, and roll twice take best/worst. What's the point? So, will remembering fighter's but not scout's damage dice explode, and called shot is 2d20(take worst) rather than -4 to hit, and so on take just as much time and effort as remembering and adding up bonuses? Even if so, one of my goals is alter player perception/behavior, reduce power-gaming, get them thinking "better" isn't more +x modifiers but rather tactics. Still, need to review, simplify, and reduce number of different systems (aka refactor).
Bah, probably dump it all and go with stock Labyrinth Lord...