I periodically toy with running a D&D-based game.
I periodically toy with the idea of running a D&D-based game. We had so much fun with White Plume Mountain and AD&D, so there is this pull to do it more.
Plus, if I want to run some of the other modules on my player's request list of "put us through that someday," we'd need a D&D-based game. It would give the players valuable experience with the system that undercut their performance (but not really their fun when we played White Plume Mountain.)
While this isn't terribly serious thinking or planning - it'll take time I don't have a lot of, to do something that would probably add to my gaming setup overhead, and just swap out for DF/Gamma Terra - it's still fun to think about.
- race, level and HP schemes of AD&D (d10 fighters, d8 clerics, d6 thieves, d4 magic-users)
- the stat modifiers of Basic Fantasy (13-15, 16-17, 18 with flat +1 to +3)
- the Morale stat of Basic D&D (one of the best mechanics ever)
- the Advantage/Disadvantage mechanic of D&D5 (a brilliant replacement for fiddly modifiers)
Basic Fantasy is so close, but I like single-save mechanics.
Swords & Wizardry is excellent, but it ignores an easy approach to STR by splitting "to hit" and "damage" bonuses, and making every other stat have 13+ as a +1. I could swap that in, of course, but it means the "read this book but change this rule" PITA.
I think in descending AC and THAC0, thanks to growing up with AD&D. But I think ascending AC and roll d20+bonuses and beat AC is far easier for everyone else.
Labyrinth Lord* is also nice, especially with Advanced Edition Compendium, but it still sets fighter and thief HP (and thieving skills) lower than I'd like.
I have DCC and ACKS, but they're not for me. I like elements of both, but dislike too many elements of both (dice chains and d7s, and the rules depth of ACKS). I'd play them, heck, I'd play any of these, but to run them, no thanks.
In the end, then, I'd probably run AD&D. I know it extremely well - I read those books over and over dozens of times. But the morale stat of D&D is pretty excellent, and the system is far less clunky than the old in AD&D that I never used or saw used. But I don't love race-as-class and it would make running AD&D adventures too tough.
Really the closest system to what I'd actually want to run is probably S&W, with just a bolted-on replacement of stats and D&D-style Morale, or AD&D with bolted-on D&D-style Morale. Why not change the stats for AD&D? Because it's easier to run AD&D straight up as AD&D than change the PC end.
One small issue is some of the adventures I'd probably like to run assume you have Unearthed Arcana. I like that book, and some of my best gaming in my life used it, but I think I'd want to play without it if I ran a campaign. So that wouldn't help.
The "obvious" solution is to take the bits I like and make my own Retro-clone of AD&D but with the bits of other systems I like. That's a lot of work, though, and could easily turn into a big project because of the scale of text-re-use and combing through material and re-writing.
* Speaking of LL, is there a list of changes in the Revised Edition? My hard copy of LL and AEC are from 2012, and I'd rather not go line by line and check for changes. :)