1. Spellpoints (still roughly corresponds with Vance-style spell slots)
  2. Race and Class separation (Humans, Elves, Dwarves playable)
  3. Level Limit of 10 for all classes; Races have their own limit (e.g. Gnoll 6, Orc 6, Giant Ape 6; as per monster manual, the maximum number of HD any member of this race can have is your level limit)
  4. Silver Standard
  5. Retainers, i.e. extra/backup characters (must be lower level, level 0 or be of the Normal Man class)
  6. Fighters, Thieves (hard mode), MUs (5th level spell limit), Assassins (fighter-thieves), Battlemages (fighter-MUs, 4th level spell limit), Normal Men (nightmare mode), NO CLERICS (be an MU instead)
  7. adjusted (slightly increased) Player Character to-hit and gave fighters extra attacks at level 5, Demi-fighters have their own (worse) to-hit progression, but get extra attacks at level 7
  8. Stat Modifiers; STR = carry capacity in items (yes, your nailclipper is an item), rule of cool applies; DEX mod = AC bonus in any armor, missile to-hit; CON = number of rounds of breathing air, mod = hit point adjustment (until level 10); INT roll under to remember stuff and know uncommon knowledge, mod = extra Spellpoints at first level + extra spells known at first level; WIS = sanity, mod = +to spell and wand saves; CHA, mod = number of extra retainers, +to reaction rolls
  9. Liberal use of reaction rolls for anything capable of reason
  10. Variable weapon damage (d6 base, d8 fighter’s one handers or simple two-handers, d10 big fighter’s Two-Handers)
  11. Trading = money back + profit; profit = XP 1:1
  12. Gold Spent on non-equipment = 1:1 XP
  13. Gold returned to a friendly city (not town or village), i.e. “banked” = XP 1:1
  14. Potions, magic items, spell components, alchemy reagents are equipment; Food is not