My main choice is B/X and stealing little bits from everything else. Not really importing any subsystem wholesale from another edition so much as just borrowing things ad hoc.
If I ever wanted to separate race and class, I think I’d start with 2e w/o the optional rules. That means only the main four classes and no NWPs, among other things. I would swap demihuman level limits for XP penalties per the 2e DMG. Probably also swap in the B/X ability score modifiers. I’d be tempted to swap in the 1e Druid and Illusionist. Maybe allow the 2e Bard.
I’ve often toyed with playing primordial D&D. This is a two-pronged idea. (1) Try to imagine what some of the earliest Blackmoor/Greyhawk games were like long before the rules were published. (2) Try to strip away as much as possible yet still have enough that I think it’s worthwhile.
Along similar lines would be what I’ve called Levels. A minimalist game that takes the C&C / 4e idea of level (or half-level) being added to everything to an extreme. Becomes kind of like Risus or TWERPS. It needs more thought, but actually playing 4e has me questioning whether I want to develop those thoughts further.
Then there’s my 3.5 UA thoughts: Generic classes but Warrior and Spellcaster kill Expert and take his stuff. Simplified skill system like 4e. Level independent XP awards. Most likely scratching or tweaking a bunch of spells. (Perhaps stealing the spells from Decipher’s LotR.) Maybe spell points. 3d6 instead of d20. Maybe make combat more risky.
If I ever wanted to separate race and class, I think I’d start with 2e w/o the optional rules. That means only the main four classes and no NWPs, among other things. I would swap demihuman level limits for XP penalties per the 2e DMG. Probably also swap in the B/X ability score modifiers. I’d be tempted to swap in the 1e Druid and Illusionist. Maybe allow the 2e Bard.
I’ve often toyed with playing primordial D&D. This is a two-pronged idea. (1) Try to imagine what some of the earliest Blackmoor/Greyhawk games were like long before the rules were published. (2) Try to strip away as much as possible yet still have enough that I think it’s worthwhile.
Along similar lines would be what I’ve called Levels. A minimalist game that takes the C&C / 4e idea of level (or half-level) being added to everything to an extreme. Becomes kind of like Risus or TWERPS. It needs more thought, but actually playing 4e has me questioning whether I want to develop those thoughts further.
Then there’s my 3.5 UA thoughts: Generic classes but Warrior and Spellcaster kill Expert and take his stuff. Simplified skill system like 4e. Level independent XP awards. Most likely scratching or tweaking a bunch of spells. (Perhaps stealing the spells from Decipher’s LotR.) Maybe spell points. 3d6 instead of d20. Maybe make combat more risky.