That's probably true. I could do it with 3e, but I think I'd have to houserule it by stripping out feats and skill points. Death would probably be at zero hit points, and stats rolled on 3d6 in order. The latter are easy houserules, but by choosing 3e, I set up certain expectations with the players, and I'd then have to overturn those expectations.Old school is more of a game style -- I think you can achieve your intent with any modern rules system. Pick up a classic adventure for the flavor and run it using something you are familiar with.
For this game, my take on old school will be high lethality, quick PC generation, no builds, sandbox play, very gamist, very challenging, very tough. The world is weird, magical, and deadly. It treats the PCs like rubes at a 1920s carny.What's your definition of "old school"?
Unified mechanics, no matrices, no 'weirdness' (like descending AC). Quick, simple, clean rules. Y'know, modern. Like RuneQuest in 1978. Also, by use of the word I wanted to leave the door open to any other innovations I'm not aware of.What is a "modern" rule?
I really like Myth and Magic from what I've seen so far and I can't wait for the final release. Could be the game I've been searching for all those years.6. The Myth & Magic Player's and DM's Starter Guides are available for free PDF download here:
Myth & Magic Kickstarter Updates
Kind of a 2e & 3e mashup, I think. Or a 2e, with some d20 mechanics. Or, something. Haven't done more than glance at this one.
Have a look at Dungeon World at Dungeon World :: Home
It started as a hack of Apocalypse World but has since been published in its own right, and pretty much exactly fits your criteria - very modern rules being used to emulate an 'old school' feel.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.