Reduce the available classes to two: Fighter and Magic-User. How is the Cleric functions replaced?
- Convert some existing spells become Rituals
- Convert some existing spells to the Magic-User spell list
- Convert some functions or spells into equipment -- more healing potions, scrolls and holy symbols to allow for some degree of Undead Turning, etc
Why drop the cleric? There are many justifications in this thread.
Thief roles are handled like skills for the Specialist from Lamentations of the Flame Princess. We can a few additonal "skills" to the list fill any gaps as well as structure the Magic-User. Magic-Users allocate a single pip to "unlock" equivalents of Sorcery Styles from the Conan RPG:
- Nature Magic
- Oriental Magic
One or two styles are added to accomodate key spells from the Cleric spells list that we wish to maintain. We allow Fighters to access limited spells (to replicate the role of Paladins, AD&D style Rangers, and cultists). These are granted by a single skill pip for each level of casting (2 pips to be able to cast 2nd level spells from a single Sorcery Style).
Alternately we can allow expanded access (or provide additional limits) based on the use of Insanity/Corruption or Faith points. A fighter of the cultist ilk can gain an Insanity Point in exchange for a single pip in Summoning, for example.