I began to modify OSE (B/X) recently to fit my campaign setting, and I realized I was stripping out a lot of things.
Alignments, variable weapon damage, weapon restrictions...
And then I discovered Whitebox! Wow, what a pretty little set of rules. A lot easier to build on, I think--- as opposed to stripping things out, I can just focus on adding mechanics that I think matter.
Why would you want weapons to do all the same damage? I mean, the way (A)D&D does it is far from making each weapon particularly unique, but it is something.
I first started to get annoyed with Cleric weapon restrictions. Why can't they use edged weapons? The best answer I could find was for "balance purposes". I guess it made people nervous to have a character who could wield a 1d10 two-handed sword
and heal themselves.
I started to have the same issue with Magic-Users as well. If all they can use in melee is a staff (or a dagger, if you're thinking AD&D), then this creates a very specific kind of character. It really limits the role-playing factor, I think. Now we have a world with these strange rules that you have to explain in-game somehow. Trying to use mental gymnastics to explain why Magic-Users can
only use staves and Clerics can
only use blunt weapons in my campaign just got to be too much.
At first I used class-based damage. Fighters attack with 1d8 regardless of their weapon type, and Magic-Users attack with 1d4--- even if they use a polearm. This works fine, but it still didn't feel quite right, and I think it really has to do with the strange D&D combat and HP systems. As you guys were talking about, HP has always kind of been a weird place where people can't decide if it is an abstraction or an actual representation of your physical health. Abstraction almost works, but then we have things like health potions and "cure light wounds".
For me, I go with the simple line that OSE offers:
All characters and monsters have a hit point total, which represents their ability to avoid death.
Once I tried playing around with Whitebox, a lot of things just clicked into place for me. Not only is variable weapon damage gone, but also variable hit dice. Everyone starts with 1d6 HP, and everyone is capable of dealing 1d6 damage. Combat is lethal, and very even.
With this system, I feel like weapon choice can actually matter for once. Weapons become tools, and I think it forces you to think about the utility of your weapon a lot more. There is a big difference between fighting with a spear and a sword, and now that matters more than just a different damage rate.
I also love that Magic-Users aren't as squishy an lame at level 1. Combat is lethal, but it is lethal for everyone and you probably shouldn't rush into fighting as your first response. Some people hate that, but I love the gameplay it creates. And now I can play as a scrappy Magic-User who wields a short sword and gains their spells by raiding crypts and finding ancient scrolls.
It just really works for me, and I guess that is because I lean further into abstraction and I have a very free-Kriegspiel style of DMing (although procedures still form the foundation of my games).