After Robert and Andrew had to cancel last minute on Sunday for various health-related reasons, Jason and I dropped the painting idea and totally geeked out and sketched out ideas for a new D&D campaign. I wanted to do something using the City State of the World Emperor campaign setting (by the Judges Guild in the immediately pre-AD&D days of the late 70's), which I've had for decades but have only rarely used.
In any case, Jason and I ran through a lot of different subsystems from the various dozens of D&D versions out there and decided which versions we liked best. We wanted to get away from ACKS and its convoluted economic system for all the various magic item constructions etc.
Look to Doctor Skull's Workshop
over the next 2 weeks as I work through the rules details, comment and make suggestions as I do so, if you would.
A quick summary:
Classes: using D&D Rules Cyclopedia for Class descriptions
Magic: using Hackmaster Player's Handbook for spell lists, but using a Spell-point system for play purposes. Using a spell-point sacrifice system for creation of a class of permanent magic items.
Combat: going to harvest a large number of Combat Options from various sources rather than using a proficiency or feat system.
Surprise: a roll off with many modifiers, if one side beats the other by large margin, gets surprise
Initiative: use Savage Worlds playing card method
Death and Dying: die at -1 hit points, unless throw a Fate Chip
Fate Chips: use Fate Chip system recycled from my Castle and Crusades campaign from many years ago.
Money, XP, Maintenance: use the maintenance spending to determine hit point rolls, re-rolled each month. XP gained when treasure is spent on non-maintenance, non-combat related expenses.
With any luck, we will be ready to play in 2 weeks.