They fall.
A spell's entry, plus the general rules for spells, together give a complete description of how it changes reality. AD&D spells tend to be very open to creative use, by extrapolating logical consequences from the effects a spell describes, but there's no rules or tradition support for extrapolating extra reality-changing effects than those which are described. Where a spell is silent on how it works, it's up to DM interpretation; but where a spell is silent about what it does, it simply does nothing.
So. The spell levitate has a maximum weight limit, and describes no slow-falling effect while exceeding it. Since "falling slowly" is a magical effect, and the spell does not describe it as having such a magical effect, it doesn't. And since it has a weight limit, that is how much weight it can lift. Without adding any new magical effects than those described, there's simply no provision for the spell to have any effect at all while its stated limits are exceeded.
However, it wouldn't "break", as the spell also makes no mention of being dispelled by exceeding the weight limit. It would just fail to be able to levitate you, until the excess weight is removed.
(Of course, a DM can change or add to spells as they see fit, but that should go without saying, and besides which doesn't change what a spell does absent any after-the-fact modifications a particular DM might make.)
As an aside, D&D doesn't simulate weight-as-force except in the damage rules (where it does not simulate it so much as nod in the general direction of our physical expectations). D&D generally simplifies weight to a pre-Newtonian concept of weight-as-mass. You can ignore added force due to the acceleration of falling in most cases, since the game systems don't benefit from the extra calculus and may actually suffer added weirdness if done.
Per the rules, the DM has quite a bit of leeway in assigning mods to the die roll for any check. That's the key (and has always been the key) to the matter of making an ability check for something "outside the box" of codified skills and abilities.
Since no standard penalty for non proficiency is listed in the section on that optional rule, it is worth looking at the weapon non-proficiency penalty in Table 34, where non-proficiency penalties range from -2 to -5. With that range in mind, it would be consistent to assign a standard -3 or -4 penalty for a non proficient skill/undertaking, use the same ability base (Wisdom/Dex/Int, etc) as non weapon proficiencies, and then follow the usual process for an ability check based on the roll. Your initial idea of a -6 is just as valid.
The process in Ch 5 of the 2e PHB addressing non-weapon proficiencies (pg 113 - 117) would be a rational way to resolve those situations:
Consult tables 37 and 38 to find the ability score linked to that non-weapon proficiency (Int/Con/Wis, etc.) and for any + or - to the roll.
You add no further points. This give you the adjusted ability score before the roll.
- Roll a d20.
If the roll is equal to or less than the character's adjusted ability
score, the character accomplished what he was trying to do. If the
roll is greater than the character's ability score, the character
fails at the task. (A roll of 20 always fails.) The DM determines
what effects, if any, accompany failure. Of course, to use a
proficiency, the character must have any tools and materials needed to
do the job. Then add or subtract any mod the DM assigns based on the
conditions at the time.
To use your fishing example.
Cleric Festus has a Wisdom of 15 and wants to go Fishing(but lacks proficiency).
From Table 37 we see Fishing / Wisdom / -1
- Festus has an adjusted Wisdom of 14 (You the DM assign a -3 since he's non proficient, so he's adjusted to 11)
- If Festus rolls a 11 or less, he successfully fishes
- On a 12 or greater, he does not.
The DM could further add or subtract to the adjustment depending upon the weather, freshness of bait, excellence of the fishing pole, or whatever else the DM sees as a fair modification to that roll.
Disclaimer:
FWIW, if you are the DM this is what you have to decide: is it important to have a standard deduction for these ability checks, or should you just adjudicate it at the time? (From your question I'd offer that the former is your case). My play in the 1e and 2e eras, both as DM and as player, it was far more often the latter. We tended to leave the stuff on tables for the tasks on tables. What we usually did was that the DM and players would indulge in a bit of back and forth interaction/discussion for doing out of the box or non-standard things. This is the standard template for D&D play regardless of edition:
DM: Here's the situation
Player: Here's what I want to do
DM: (with or without die rolls) Here's what happened.
Doing that keeps play moving and also, due to the mini brain storming sessions that these entail, often raise a new or improved idea/situation/process in so doing.
Depending upon which optional rule books you use in your campaign ...
From the Players Option (Skills and Powers), Chapter 6, the tone is that it is very much up to the DM to decide what non-proficient skill he'll allow a player attempt a success at. Under the heading Use of Proficiencies by Nonproficient Characters ...
In general, characters will not be able to perform a task unless they have some level of proficiency in it. However, the DM can allow non-proficient adventurers to attempt proficiency tasks, under a few circumstances. In general, the tasks performed must be very simple, and the character will not be able to perform them very well ...
An example is given:
A non swimmer who falls in the water might be allowed to make a swimming proficiency check ... Note that this would be an automatic success for any character with the swimming proficiency.
Best Answer
Tasting isn't quaffing.
Chances are he didn't gargle the potion to get a feel for what was in it, he got a bit on the tip of his finger and then rubbed it on his tongue. He would be able to tell from just a bit of a taste that no this is not a potion ow why is my tongue burning.
If he explicitly states that he sucks the potions down like a vacuum cleaner then yes, he would probably die. The flesh eating acid would likely eat through the lining of his stomach, and then melt a hole through his buttocks. He'd die in a very very painful fashion. It sounds like he deserves no less, just based on his actions it'd be a great way for him to die.
You said he did take a quaff so that pretty much sealed his fate. Poisons, acids, and potions aren't to be fooled around with, and his inexperience will teach him a gruesomely painful lesson. The lining of his esophagus will melt away, his teeth will rot, some will drip down into his lungs and begin burning through his alveoli, will drop down into his stomach, burn through its lining, where it will singe a hole through his intestines, pouring his stomach acid into his bloodstream until it passes through his buttock and falls onto the ground. Any bones the acid come in contact with will be eaten away, and this entire time he will have no shortage of pain to deal with as he breathes his last.