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Yeah, the Quick Play seems to show a different initiative approach than the one described in that thread. Also, there seems to be some split personality about how it handles movement--it doesn't seem to want to use a grid, but it still defines movement in terms of yards, so...
Yards work pretty close to "strides", so TotM you can think of yards as how many steps (at a reasonable speed) it takes to get places.
 

Torchbearer for a while campaign of minimal combat? Huh.
Why not? Convince, Convince Crowd, Trickery, Negotiate, Flee/Pursue. You probably wouldn't want to start with Warriors or Outcasts . . . but Magicians, Skalds, Thieves, Theurges, Shamans, and the like would be fine.

Our Torchbearer campaign is low combat by D&D standards (I think 4 Kill conflicts in about 10 sessions, maybe 3 or 4 Capture and 2 or 3 Drive Off). I don't think it would distort the resolution system or the advancement system to go below that, but you might need to keep the scenario-construction framework while maybe changing the subject matter from the default dungeons that are suggested.

I'd suggest Burning Wheel as another possibility, but it doesn't tick your class/level box.
 

I've been saying this for years. The differences are purely mechanical, not archetypical.
I'm not sure its quite that tidy, but I do wonder if human multiclassing was a thing in OD&D if the paladin would have ever happened (though, maybe, since its got a pretty clear specific model).
I can't offer any useful conjectures about the alternative history.

But when I look at the AD&D PHB, here is what the cleric and paladin have in common: heavily armed and armoured, miracle workers, heal with a touch, drive off the undead and other evil spirits, all in the name of the divinity.

How do they differ? Purely in mechanical detail, and the paladin's alignment strictures are even more tightly specified than the clerics. And the rules have room for anti-clerics (who can use poison, create and command the undead, and rot flesh with a touch), but anti-paladins can (and have been) built around the same principles.
 


Why? My players enjoy it. Are you invoking badwrong fun?
No, there’s just a surfeit of material. I’m not saying remove it, just stop producing so much. It’s fantasy. Make new worlds! New peoples! That’s all I’m saying. As with all my other posts in this thread, this is my opinion only.

Thanks for asking why, though.
 



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