Here's how I go about keying a basic dungeon-crawling level:
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This is what I do with pretty much all of my dungeon-levels, no matter how complex or interconnected.
The question is mechanical and historical for me. A game is a D&D variant if its mechanics descend from original D&D. This includes every OSR clone, near-clone, quasi-clone, and hack; every single d20 System game; Castles & Crusades, DCC, 13A, all of Pathfinder and Starfinder, etc.
The one that...
For the history of the OSR, this.
For the purpose of the OSR, this.
For the best approach to OSR style play in small-scale, at-the-table terms, this.
For large-scale, campaign-level play, a game is more old-school the more it has of the following: an open table, character stables, alignment...
I like to keep it terse and tight. I want to open my campaign binder and have a dungeon map on one page, and everything I need to know to run every room on that map on the facing page at a glance.
I don't know, but if I had to take a guess, it derives from baseline odds of 2 in 6. Lots of things in Chainmail and OD&D happen on 1–2 on 1d6.
If you average together all the saving throw numbers for 1st level characters of all classes, you get 14+ on the d20. That's 35%, pretty darned close...