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D&D Older Editions
Edition Experience: Did/Do you Play 1E AD&D? How Was/Is It?
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<blockquote data-quote="Orius" data-source="post: 9253399" data-attributes="member: 8863"><p>I think classic D&D has the advantage over 1e in being clearer and more consistent. Gary wrote the core books separately, and there are contradictions in places. And Moldvay and Cook are much easier to read than the High Gygaxian. Then later 1e doesn't improve things, whether the powercreep of UA, or the overly complex systems of the Survival Guides and Manual of the Planes.</p><p></p><p>And as you said, the "kiddie" stigma is gone. The D&D system too is more complete than 1e in some ways, Basic covers dungeons, Expert moves up to wilderness adventuring and stronghold building, and Companion has dominions and mass combat. 1e handles dungeons alright, but wilderness adventuring <a href="https://deltasdnd.blogspot.com/2012/02/damn-you-gygax-part-3.html" target="_blank"> gets a bit muddled as Gary tries to transition from using Outdoor Survival ad hoc to a more fleshed out system that the DM can customize</a>. Both handle strongholds about the same, but 1e lowers the building costs by a noticeable amount. 1e doesn't cover dominions; the DMG talks about securing an area and clearing it of monsters, but none of the administration. I'm not sure what 1e was trying to do with mass combat, possibly Gary thought DMs would fall back on Chainmail or maybe Swords and Spells, but then Battlesystem came later. If one doesn't want to use B/X, there's always the RC which compiles everything into one volume, and Aaron Allston had a good informal writing style that's easy to follow yet explains things well. BECMI was around the longest, but it's split up among too many booklets and I don't like how Basic and Expert got reorganized. The D&D line I think has a more solid collection of adventure modules too.</p><p></p><p>Classic D&D was a really solid system, but unfortunately I'm not a fan of the race as class approach.</p></blockquote><p></p>
[QUOTE="Orius, post: 9253399, member: 8863"] I think classic D&D has the advantage over 1e in being clearer and more consistent. Gary wrote the core books separately, and there are contradictions in places. And Moldvay and Cook are much easier to read than the High Gygaxian. Then later 1e doesn't improve things, whether the powercreep of UA, or the overly complex systems of the Survival Guides and Manual of the Planes. And as you said, the "kiddie" stigma is gone. The D&D system too is more complete than 1e in some ways, Basic covers dungeons, Expert moves up to wilderness adventuring and stronghold building, and Companion has dominions and mass combat. 1e handles dungeons alright, but wilderness adventuring [URL='https://deltasdnd.blogspot.com/2012/02/damn-you-gygax-part-3.html'] gets a bit muddled as Gary tries to transition from using Outdoor Survival ad hoc to a more fleshed out system that the DM can customize[/URL]. Both handle strongholds about the same, but 1e lowers the building costs by a noticeable amount. 1e doesn't cover dominions; the DMG talks about securing an area and clearing it of monsters, but none of the administration. I'm not sure what 1e was trying to do with mass combat, possibly Gary thought DMs would fall back on Chainmail or maybe Swords and Spells, but then Battlesystem came later. If one doesn't want to use B/X, there's always the RC which compiles everything into one volume, and Aaron Allston had a good informal writing style that's easy to follow yet explains things well. BECMI was around the longest, but it's split up among too many booklets and I don't like how Basic and Expert got reorganized. The D&D line I think has a more solid collection of adventure modules too. Classic D&D was a really solid system, but unfortunately I'm not a fan of the race as class approach. [/QUOTE]
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Edition Experience: Did/Do you Play 1E AD&D? How Was/Is It?
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