More musings for me, but I'll put them here for general comment. These are basic concepts I'll be plugging into my Tombs of Hulkursag, to introduce my Mesopotamian-based setting. This is Swords & Wizardry we're talking about (Core/Whitebox - if values or something differs, I'll mark Core rules prefixed by C: and Whitebox prefixed by WB:)
Cleric and Fighting Man are the primary classes. Magic Users are seen as in league with the demons or the dark waters under the world. Elves are a type of human, albiet with strange attitudes and powers. Dwarfs are similar, but from the hills and mountains.
Equipment / Weapons / Armor
Economy is "based" on grain and silver. A silver "talent" is a measure of silver - everything is expressed in "s". The "currency" is silver nuggets, rings, "pieces" (think like nuggets but shaped), spheres. The silver is measured. Grains, items are traded either by their weight or their worth in silver. Copper is a less valuable metal, but is also used.
Metal items are rare and expensive. Most items are stone, clay or wood.
Armor available: Leather -2[+2], Cloth/Padded, -1[+1], Wood shield -1[+1], Leather cap
Armor less available or very expensive: Copper Ring -3[+3], Metal helmet, Metal "plated" armor -4[+4], Breast plate (adds +1 to Leather or Cloth, or is just -1[+1])
Weapons readily available: Club, Hammer (stone head C:1d4 WB:1d6-1), Hand axe (stone head 1d6-1), Light Mace (stone head C:1d4, WB:1d6-1), Spear (stone head), Staff, Short Bow/arrows, Javelin, Sling
Idea is that the stone items don't do as much damage.
Metal Weapons, less readily available, but no reduced damage: Hand axe with copper head, Penetrating Axe with copper head (use Battleaxe stats) Maces with copper head, copper dagger, copper short sword, copper sickle sword (1d6+1 Core, 1d6 W/B)
Bronze swords are considered +1 weapons. These are extremely rare.
Cleric spells/Magic User spells - more to come on this, as the cleric is going to be the "magic heavy".