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Edition Experience: Did/Do you Play BECM/RC D&D? How Was/Is It?
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<blockquote data-quote="CleverNickName" data-source="post: 7953195" data-attributes="member: 50987"><p>I admit, it would drive me crazy to try to run a long-term Basic D&D campaign, and I'd need a hundred pages of house rules just to make the attempt. The BECM rules don't have a lot of the elements of a "modern" RPG...all the different races and subraces, all the classes and subclasses, the backgrounds, the feats--and that's just on the players' side of the screen! A (mostly) balanced Challenge Rating system for the monsters and a single, unified dice mechanic are just the tip of the iceberg. </p><p></p><p>But while I'm being honest: you know what BECMI also didn't have? It didn't have rigorous board-game rules for movement, flanking, board position, and line of sight. It didn't have Advantage, inspiration, reactions, opportunity attacks, and other arguments-waiting-to-happen. There was no such thing as a "power combo" or "optimized build." It didn't have ten different ways to cheat death, with half of them available at 1st level.</p><p></p><p>Don't get me wrong. I wouldn't give up the modern RPG game design of 5E and switch back to the Basic D&D rules. No way, those days are long gone. But history became legend, legend became myth, and some things that should not have been forgotten were lost. I miss the days when my players cared more about the story we were all telling, and less about their position on a grid or how many times they get to reroll the same die.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 7953195, member: 50987"] I admit, it would drive me crazy to try to run a long-term Basic D&D campaign, and I'd need a hundred pages of house rules just to make the attempt. The BECM rules don't have a lot of the elements of a "modern" RPG...all the different races and subraces, all the classes and subclasses, the backgrounds, the feats--and that's just on the players' side of the screen! A (mostly) balanced Challenge Rating system for the monsters and a single, unified dice mechanic are just the tip of the iceberg. But while I'm being honest: you know what BECMI also didn't have? It didn't have rigorous board-game rules for movement, flanking, board position, and line of sight. It didn't have Advantage, inspiration, reactions, opportunity attacks, and other arguments-waiting-to-happen. There was no such thing as a "power combo" or "optimized build." It didn't have ten different ways to cheat death, with half of them available at 1st level. Don't get me wrong. I wouldn't give up the modern RPG game design of 5E and switch back to the Basic D&D rules. No way, those days are long gone. But history became legend, legend became myth, and some things that should not have been forgotten were lost. I miss the days when my players cared more about the story we were all telling, and less about their position on a grid or how many times they get to reroll the same die. [/QUOTE]
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Edition Experience: Did/Do you Play BECM/RC D&D? How Was/Is It?
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