Coins use the same values as in OD&D, while gems are slightly less valuable overall. The chart for determining the value of gems is skewed toward the low end and there is no chance for a gem being more valuable in 1000 gold pieces. Jewelry is similarly less valuable, ranging only from 300-1800 gp in value, as opposed to OD&D's 300-10,000 gp. Interestingly, both Holmes and OD&D discuss damaging jewelry through various means and how much such damage decreases its value, with Holmes lowering it by 50% and OD&D by only 25%.
The treasure type tables in Holmes are different than those in both OD&D and AD&D. In the case of OD&D, a major difference is that there are treasure types beyond Type I, although there are other differences as well, such as the inclusion of electrum and platinum coins. The percentages are also slightly different, with, for example, a 15% on one table becoming 20% on another or a range of 2-16 on one becoming 4-16 on another. Consequently, Holmes's tables are unique and it's hard for me to say whether they're closer to either OD&D or AD&D, as his tables clearly borrow from both.
Holmes retains OD&D's notion that 25% of all references to "any" in the magic items column of the treasure tables refer to maps, which is something I'm rather fond of. Except for adding together the categories of "armor" and "miscellaneous weapons," Holmes's magic items table is identical to that of OD&D, right down to the chances of an item of any given category's appearing. However, as you'd expect from an introductory game, the selection of items within each category is smaller -- just 10 in each -- and they're generated by a 1D10 roll rather than a percentile one.
Here are the items Holmes drops within each category:
Swords: Sword +1, +3 vs. Trolls (Clerics), Sword +1 Wishes Included (2-8 Wishes), Sword +2, Charm Person Ability, Sword, One Life Energy Draining Ability. Holmes also adds a second cursed sword not found in OD&D, namely the Sword -1 Cursed.
Armor and Weapons: Armor & Shield +1, Shield +2, Armor +2, Armor & Shield +2, Shield +3, Mace +2, Warhammer +2, Warhammer +3, 6" Throwing Range with Return, Spear +2, Spear +3. Holmes adds Cursed Armor -1.
Potions: Polymorph (Self), ESP, Longevity, Clairvoyance, Clairaudience, Animal Control, Undead Control, Plant Control, Human Control, Giant Control, Dragon Control, Invulnerability, Fire Resistance, Treasure Finding, Heroism.
Scrolls: Holmes's scrolls are unusual and I'll discuss at greater length in the next part of this series. For now, it's worth noting that Holmes does not include a scroll of protection from elementals (presumably because there are no elementals in his monster listing) nor does he give scrolls a chance to have more than 3 spells, while OD&D allows 7 as a possibility.
Rings: Human Control, Delusion, Protection 5' r., Djinn Summoning, Telekinesis, X-Ray Vision, Spell Turning, Spell Storing, Many Wishes (4-24). Holmes introduces the ring of plant control found in Supplement I.
Wands and Staves: Metal detection, enemy detection, illusion, lightning bolts, polymorph, negation, staff of commanding, staff of withering, staff of power, staff of wizardry. Holmes includes the rod of cancellation from Greyhawk.
Miscellaneous Magic Items: Holmes includes only 10 magic items in this category, as opposed to nearly 30 in OD&D. His selections are, as you might expect, generally geared toward the lower end of the power spectrum. I'll have more to say on this in a future post in this series.