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Is BECMI the Best D&D Mechanically?
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<blockquote data-quote="cimbrog" data-source="post: 6218303" data-attributes="member: 1303"><p>I'm curious if you mean BECMI or BECMI/Cyclopedia + Gazetteers. Because I discovered something about these rules many years after I had quit using them.</p><p></p><p>When 4e came out I noticed that it encouraged a style of play that was incompatible with the style of D&D I had been playing before. This style was 3.x world simulation. Players want to focus on alchemy? I've got lists of ingredients and rules for their effects. Players want to be merchants? I've got rules for simulating economies. Players want to make their own spells? I've got rules for that. The joke for my player's was always, "He's got rules for that."</p><p></p><p>I began thinking about older editions and how this style of play had evolved. Before 3rd edition had come out we were using a modified version of 2e. Looking at my old house rules I see lots of Player's Option stuff but also stuff from BECMI and the Gazetteers all over the place. The weapon proficiency rules, the merchanting rules, the non-weapon proficiency rules.</p><p></p><p>Looking back at the fully fleshed out BECMI (including Gazetteers) I see the beginnings of 3e's obsession with simulation. There were rules for EVERYTHING. Hell, the Minothrad Gazetteer told you how to split the loot among a pirate crew.</p><p></p><p>So when I hear people talking about B/X and OD&D and often mentioning BECMI in the same breath I feel like it isn't quite right. BECMI started with a B/X heart but I think ended up being much more of a spiritual predecessor to 3rd edition than 2nd edition actually was. Whether that is a good thing or not is a matter of taste, but I STILL use the Darokin book for when the PCs want to do some merchanting and the domain rules for when then settle down.</p></blockquote><p></p>
[QUOTE="cimbrog, post: 6218303, member: 1303"] I'm curious if you mean BECMI or BECMI/Cyclopedia + Gazetteers. Because I discovered something about these rules many years after I had quit using them. When 4e came out I noticed that it encouraged a style of play that was incompatible with the style of D&D I had been playing before. This style was 3.x world simulation. Players want to focus on alchemy? I've got lists of ingredients and rules for their effects. Players want to be merchants? I've got rules for simulating economies. Players want to make their own spells? I've got rules for that. The joke for my player's was always, "He's got rules for that." I began thinking about older editions and how this style of play had evolved. Before 3rd edition had come out we were using a modified version of 2e. Looking at my old house rules I see lots of Player's Option stuff but also stuff from BECMI and the Gazetteers all over the place. The weapon proficiency rules, the merchanting rules, the non-weapon proficiency rules. Looking back at the fully fleshed out BECMI (including Gazetteers) I see the beginnings of 3e's obsession with simulation. There were rules for EVERYTHING. Hell, the Minothrad Gazetteer told you how to split the loot among a pirate crew. So when I hear people talking about B/X and OD&D and often mentioning BECMI in the same breath I feel like it isn't quite right. BECMI started with a B/X heart but I think ended up being much more of a spiritual predecessor to 3rd edition than 2nd edition actually was. Whether that is a good thing or not is a matter of taste, but I STILL use the Darokin book for when the PCs want to do some merchanting and the domain rules for when then settle down. [/QUOTE]
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Is BECMI the Best D&D Mechanically?
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