Lanefan
Victoria Rules
Also bring back spell interruption. It's not a complex rule unless you want to use RAW initative, and it really does help tone down the casters.Most retroclones (mine included) mirror the tables and core rules while omitting the more complicated stuff (like initiative, spell interruptions, weapon profs, speed factors, and other stuff that favored the fighter). Basically, in many retroclones, we kinda neutered the fighter's effectiveness compared to 1e RAW.
So, thinking out loud here, if I were to do another retroclone, as a way to make up for those complex rules that helped the fighter (because who wants to go back to weird complex rules), I'd do the following. Changes while keeping true to the core mechanics of AD&D
- fighters roll 2 HD at every level for HP gain, taking the highest value.
- martials at a certain level roll two damage dice, taking the highest value.
- at a certain level, fighters can increase weapon reach
- thieves can choose two skills to be experts in. Those two skills gain a 35% bonus. So you're at least pretty good at something reliably at level one instead of sucking at everything until higher levels. And you have a pool of points you can distribute like 2e does.
It's not at all complex in play but takes a bit of authorial work up front: bring back the idea of specific weapons allowable by (non-warrior) class, weapon proficiencies, and non-prof penalties. These also raise the Fighter a bit above everyone else.
I like your idea re Thieves; I'd exclude climbing, though, as even a 1st-level Thief starts in the 80+% range there.