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JRR, I've found that if you start having to loads of changes to a game system to make it play the way you want, then you're better off playing a different game system.
Also, with so many changes to classes and so many prohibited spells etc, your players are gonna more than likely take a look through the D20 SRD and feel they're getting royally screwed in your game.
Like others have suggested, you're probably better off playing AD&D or Hackmaster.
Keep in mind that any power you gain by multiclassing is at the expense of power you would have gained by continuing your progression in a single class. In my campaign I have a 6th-level character who is a cleric4/rogue1 with a +1 LA (incidentally, the only character I have with an LA and I pruned it down from a +2 LA to something more playable and on par with the other PCs) who really really really would like to cast 3rd level spells. He would be able to, had he not taken that level of rogue. And I wouldn't say that his one level of rogue makes him any more powerful than the other characters, since it didn't improve his BAB and anyway he generally avoids combat like the plague (like any true rogue would do).
You've seriously nerfed a lot of the class abilities to the point of discouraging play as a number of classes, including the rogue. Sometimes the only thing rogues have going for them is the sneak attack. I don't feel like it overpowers anything, since the rogue has to put himself at risk in order to do sneak attack damage. Also keep in mind that the 3e sneak attack IS NOT the 1st/2nd edition hide-in-the-shadows-and-backstab. It took me forever to get that through my thick skull.
Anyway, in a toe-to-toe fight with the bad guy, the rogue is gonna need that true resurrection spell you also don't allow. I wouldn't want to be a rogue in your campaign. I probably wouldn't want to be anything but a fighter in your campaign.
As far as spells that make a wizard a better fighter than a fighter, I don't buy it. A wizard either has to burn a feat (weapon proficiency) or multiclass in order to gain access to a weapon with a decent damage die -- unless he's an elf, but let's face it, the longsword proficiency for elves is a holdover from 1st edition to begin with -- and in either case he's giving up power he could have gained as a straight wizard, whether it's another spellcasting level or access to feats. But you've ruled out most item creation feats, so he's gotta spend those feats on something. Incidentally, who creates magic items in your campaign?
Why do rangers get more hit dice than fighters? Why do monks keep getting hit dice when other classes have topped out and only get a small set number of hit points per level? Is there any reason?
"I am the great archmage Merlin. Please don't hit me because I only have 60 hit points."
JRR, I've found that if you start having to loads of changes to a game system to make it play the way you want, then you're better off playing a different game system.
Also, with so many changes to classes and so many prohibited spells etc, your players are gonna more than likely take a look through the D20 SRD and feel they're getting royally screwed in your game.
Like others have suggested, you're probably better off playing AD&D or Hackmaster.
Keep in mind that any power you gain by multiclassing is at the expense of power you would have gained by continuing your progression in a single class. In my campaign I have a 6th-level character who is a cleric4/rogue1 with a +1 LA (incidentally, the only character I have with an LA and I pruned it down from a +2 LA to something more playable and on par with the other PCs) who really really really would like to cast 3rd level spells. He would be able to, had he not taken that level of rogue. And I wouldn't say that his one level of rogue makes him any more powerful than the other characters, since it didn't improve his BAB and anyway he generally avoids combat like the plague (like any true rogue would do).
You've seriously nerfed a lot of the class abilities to the point of discouraging play as a number of classes, including the rogue. Sometimes the only thing rogues have going for them is the sneak attack. I don't feel like it overpowers anything, since the rogue has to put himself at risk in order to do sneak attack damage. Also keep in mind that the 3e sneak attack IS NOT the 1st/2nd edition hide-in-the-shadows-and-backstab. It took me forever to get that through my thick skull.
Anyway, in a toe-to-toe fight with the bad guy, the rogue is gonna need that true resurrection spell you also don't allow. I wouldn't want to be a rogue in your campaign. I probably wouldn't want to be anything but a fighter in your campaign.
As far as spells that make a wizard a better fighter than a fighter, I don't buy it. A wizard either has to burn a feat (weapon proficiency) or multiclass in order to gain access to a weapon with a decent damage die -- unless he's an elf, but let's face it, the longsword proficiency for elves is a holdover from 1st edition to begin with -- and in either case he's giving up power he could have gained as a straight wizard, whether it's another spellcasting level or access to feats. But you've ruled out most item creation feats, so he's gotta spend those feats on something. Incidentally, who creates magic items in your campaign?
Why do rangers get more hit dice than fighters? Why do monks keep getting hit dice when other classes have topped out and only get a small set number of hit points per level? Is there any reason?
"I am the great archmage Merlin. Please don't hit me because I only have 60 hit points."