If I wanted to get back to the roots of D&D with 4E, here's what I would do:
- Roll 3D6 in order for stats.
- Races are human, elf, dwarf and halfling.
- To qualify for a class, you must have a 14 in one of its key abilities and 12 in the others. Paladins must have a minimum 17 charisma.
- Start with Hit Points equal to what you normally get at level up + Con modifier, so a Fighter starts with 6+con mod HP, a wizard gets 4+con and so on.
- Martial classes get no powers at all, and may choose one of their class abilities.
- All Spells for arcane and divine characters are daily.
- Channel Divinity for clerics is usable twice per day.
- Death happens at 0 HP. The only time you can use a healing surge is when you are affected by a healing power.
- Natural healing is 1 HP per day.
This is a SWEET list. We should also add: 1 GP = 1 XP.
C'mon. Let's roll up some PCs. I want to give it whirl.