Right right right, Ur-D&D is SO awesome. It is sooo fast. Happens this is patently wrong. For whatever reasons, I bought into that crap of Ur-D&D being faster during combat. Whereas what actually happened in our mini-campaign was different, but not faster. In 3.5, a lot of reading and spell interpretation slows battles. In Ur-D&D, the lack of formalised tactical options frees everyone up…to create their own ones, and think and discuss a lot of them. Now, that is not bad per se, and in some ways might be the essence of enlightened adventure gaming: extrapolation, ad-hoc rulings, player input, Abenteuerspielplatz sans rules etc.
But seriously, for Dungeoneering and fighting monsters, once an idea has been tried out, there is no good reason not to keep the rules for later re-use. Basically turning them into a feat-like power, only available to a slightly larger part of the group.
Ultimatley, while our Ur-D&D mini-campaign continues to be great fun, it starts to evolve into AD&D and 3.5 immideately. So, where is the point?
One point is the different power levels. My player group managed to stroll around and ruffle the scales of a twelve headed Hydra guarding a magical lake in the centre of Ogrewood.
After several shennanigans involving sleep spells applied to single-HD heads, a Hoth-Snowspeeder style rope-trick, a potion of plant control used to command ersatz-treants and barrells of oil, the twelve headed-hydra was vanquished by four measly third level adventurers.
Admittedly, the Dwarf kept rolling nat-twenties, without that, they would have been in even greater danger.
The battle took two and a half hours.