In a thread on the 4E forums, CrazyJerome posted the following:
Others expressed interest, including me, as I've been thinking about trying my hand at something like this for a while. I asked for more detail, and Jerome suggested rightly that the discussion belonged in a new thread. So here it is. (This might belong in the House Rules forum, or maybe the 4E rules... not sure.)
What do you consider to be the "spirit and scope" of BECMI/Rules Cyclopedia D&D? What would you feel is necessary to keep it recognizably what it is, and what could be set aside in the name of more polished mechanics?
[size=-2](Incidentally, how come there's not an option for BECMI/Classic/Basic D&D in the Prefix list? There's OD&D, and AD&D, but no BD&D.)[/size]
The one I'd like to see is Rules Compendium combat, cleaned up mechanically using 4E ideas, but adhering closely to the RC spirit and model. Then tack 4E non-combat on that.
Come to think of it, that would pretty much be the same process for combat and non-combat. Start with RC. Keep the spirit and scope of rules. But use the lessons learned in 4E to make the rules as consistent and streamlined as possible while keeping that spirit and scope. I'd play that game--whatever you did with gamist/simulationist/narrative concerns.
Others expressed interest, including me, as I've been thinking about trying my hand at something like this for a while. I asked for more detail, and Jerome suggested rightly that the discussion belonged in a new thread. So here it is. (This might belong in the House Rules forum, or maybe the 4E rules... not sure.)
What do you consider to be the "spirit and scope" of BECMI/Rules Cyclopedia D&D? What would you feel is necessary to keep it recognizably what it is, and what could be set aside in the name of more polished mechanics?
[size=-2](Incidentally, how come there's not an option for BECMI/Classic/Basic D&D in the Prefix list? There's OD&D, and AD&D, but no BD&D.)[/size]
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