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OT: if you're interested in the strictly on-topic comments...
If it works for you to go to the FLGS, advertise a "D&D" game on the bulletin board, and then surprise prospective players with a concoction hitherto not known by that name then shine on you crazy diamond.
Let my try to explain where I'm coming from, if you're interesting in hearing... the first long-running game I played in, circa 1984, was an AD&D campaign which used the critical hit tables from Arms Law and ditched Vancian casting in favor of a spell point system (from an issue of the Dragon? White Dwarf?). My impression was everyone was doing that sort of thing back then; customizing the D&D experience to their tastes, stealing from whatever piqued your interest (both mechanics and fluff). My experiences with other campaign bore this out. This *was* old-school gaming.
Wherever you get the notion that there is some privileged merit in such behavior...
You are misreading me.
(B) You actually don't like rebuilding so much as you like having a game that you enjoy playing. In that case, you can stop already complaining about what nobody put a gun to your head and made you play in the first place, and move along to something more aligned with your tastes.
Or C) you customize the game to your taste. Which is what everyone I knew did back in my day. There was no grail quest for the "ideal game", and no call from doctrinally pure D&D; we took the system we were most familiar with and modified it to our febrile mind's content.
In either case, your not liking the game is a matter of personal preference, not some universal standard by which liking it is wrong. This is the point some people have a problem sorting out.
But I'm not one of those people. You're arguing with someone who isn't here.
*[In case the picture link gets broken, it's Ed "Big Daddy" Roth's Rat Fink.]
It's a cool picture. It reminds me of both SpongeBob and Gamma World. Which reminds me, which edition of D&D had the rules for mixing in Gamma World? I distinctly recall the D&D AC for powered armor -- was that 1e or 2e?
(this is why the idea of doctrinally pure D&D seems ill-supported by the actual text of the game)
OT: I'm warming to the idea of SoD... or a the 4e version of it SSSoD. I realize my biggest issue w/old-school save mechanics is, mechanically-speaking, they're reactions on the part of the character, not the player. Once a save was called for, no action can be taken. There's no room for player input, and therefore, clever play. Clever play is all the
avoidance of the save in the first place, and, as several people have admitted, there's a tradition of 'gotcha' play in traditional D&D.
I much prefer the idea a PC has 3 rounds before they're fatally converted to statuary, because it gives the player (and group) a chance to
do something about it --without requires the group have any foreknowledge of the situation. This suits my "kick-in-the-doors/driving-by-the-seat-of-your-iron-pants" style of play to a tee.