I'm using OD&D as a base, so everyone gets a different number of d6 HD. CLs and MUs get pretty similar #HD. Everyone can wear armor but spellcasters get their spellcasting massively fucked
, besides, a Shield 1st level spell already gets your AC down to 4 or better, so armor isn't that much of a problem for higher level MUs. He gets less flexibility on spells 'known' at the cost of. I'm also considering slowing down their progression as per OD&D but still give them a spell at 1st level (so they have a 1st level spell at L1, and it stays the same at 2nd, then progresses normally as per OD&D).
Of course one would have to modify the XP progression.>>64606054
As I've explained above, CLs are pretty close to MUs in OD&D, the main differences being the spells they can access and Turning (and MUs get more spells, and of a higher level faster). I've considered dropping the CL before, but I think it does have a place in the game as a 'gish' character.>>64606084
A MU can soon memorize a lot more different spells than his level, and can change them all on a daily basis, while clerics take one day per spell changed. But perhaps I should use memorized=level, or even 1+level/2 (round down) for clerics; level+1 puts them too far ahead of MUs in the early levels. And I'm also considering making changing spells even more punishing, like a day per spell level or simply a week per spell. It's something that I introduced so that players don't feel boned because they picked X spell but now they found a cooler one.
And obviously, if you're a priest of the God of Light he's not going to be happy when you start casting Animate Dead.
All of this began as I thought of a way to recreate 2e's different-spells-depending-on-your-religion Sphere thing in a way, without me having to write down spell lists ahead of time.