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What is the downside to simple systems?

Really thinking about it, I don't think it needs to be so complicated. It doesn't even need to be written explicitly that way. If you make rare, game-altering items available in a campaign, that will change things dramatically. Alternatively, you could have things like spell lists and weapon maneuvers that branch into different paths, rather than simply creating a linear progression.

(For what it's worth, Hussar, I also see BECMI as pretty crunchy, but Basic D&D was still quite basic - particularly if you used the "all weapons deal d6 damage" option they introduced at the start of the game.)
 

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