You're a few decades too late with that one.![]()
Bah humbug! We're talking about Greyhawk here - anyone who played it when it was released will get the reference. Unless they have old-timers!

You're a few decades too late with that one.![]()
Me too. Are we talking extra stuff, like additional races, or are we talking restrictions on healing and things like that?I'm really curious what kind of rules set it could be.
OMG! Valley Elves would just be to die for! I'd be totally into that!
Fer sher. Fer sher.
I'm still holding out hope for a full on update boxed set with grid maps and all. It'd be great to see them produce a new Greyhawk that's more of a sandbox in the old skool style to really differenciate it from FR. just a dream. Maybe something along the lines of the old Judges Guild. Goodman Games would rock that project. Get that Mearls? Huh?!?![]()
Some Greyhawk rules to consider:
1. XP for treasure
2. PCs do not get hit dice after 10th level; gain 1 or 2 hp/level depending on class
3. Stronghold, thieves' guild, wizard tower, etc. system for characters of "Name" level
4. Training (and spending money) to level
5. Revised ability score generation (either much lower point buy or 3d6 per ability)
6. Ability score requirements for PC classes
7. Alignment requirements for some PC classes (Lawful Good paladins, True Neutral druids, etc.)
8. Race-class combo limitations
9. Level limits for non-humans
That is just a list of generic 1st edition rules, not stuff that is Greyhawk-specific old-school rules like he seems to be referring to. What would count as that, I am not sure, as I have not touched anything Greyhawk since the 80's.
Besides, most of what you list is better left in the past and not brought back to the game at all.