Stat bonuses don't line up and bonus spells for high stats seems excessive (I'd have to break out my 2e rules to verify the bonus spell part).
It looks to be professionally put together and I would call the PDF "printer friendly". It comes in 2 volumes: a Player's Starter Guide and a Gamemaster's Starter Guide. It only covers up to level 10, so I suspect there will be more to come later.
I'll try to give Myth & Magic a review over the next few days, but with Savage Worlds on my plate to read and my travels through the OD&D White Box, I might not get that chance for a while. Still, the books are free, so if you have the inclination to read it, there's no risk involved ;)
From the blurb:
Myth & Magic is an update and expansion to the 2nd Edition of the World’s Most Popular Roleplaying Game. It maintains the tone and atmosphere for classic storytelling, yet cleans up and modernizes some of the rules with new and improved mechanics. We here at NHG started our gaming careers in the 1989 rules. We have tremendous love for that edition and that love is evident in the quality of the Myth & Magic experience. For anyone who has played 2E and enjoyed the countless avenues a good story and some good friends can take in a campaign, you will love Myth & Magic. For anyone who missed the 2E experience, Myth & Magic is a must-play. The 2E experience is unique and Myth & Magic does a great job of preserving that experience while providing a fresh set of rules.
The Player's Starter Guide contains ten levels worth of gaming goodness for the cleric, fighter, thief and wizard. At 148 pages, it is a mere taste of what is to come.
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