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What's the best and worst D&D book you own from any edition?
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<blockquote data-quote="Emerikol" data-source="post: 8209232" data-attributes="member: 6698278"><p>First I am not one of those people who think any edition of D&D was perfect. I want the feel of an edition and not necessarily the funky mechanical crunch. I think ACKS seriously addresses issues addressed in the 1e DMG. It covers a lot of things a new DM might not fully grasp. </p><p></p><p>1. So first, I believe ACKS fully embraces the old school concept that bad things can happen to a character and that is okay in fact it's essential to a fun game. So energy drain, stat loss, etc... are built in. Wandering monsters in the wilderness are at a certain level. You may want to run sometimes.</p><p>2. ACKS advocates sandbox design and gives you a lot of tools for building that sandbox effectively. It gives good advice to DMs on how to play that style.</p><p>3. ACKS has a clear system that is more modern but doesn't get in the way of the old school feel. Precalculate everything and get to a number. Then during the game it's only addition. You throw your number or you don't. Addition only math is a good thing.</p><p>4. As for the complaint there are lots of tables. Well there are for things the DM has to manage out of game but when in combat there really aren't that many tables. The tables are there to build PCs and monsters but once you've done that you can go. No need to look at tables otherwise.</p><p>5. It is old school enough that it can run almost every module with very little change. Treasure is x.p. and fighting every enemy is not always best. </p><p>6. Proficiencies provide enough extra crunch to be fun but they aren't a burden. They cover skills, feats, and etc... </p><p></p><p>I guess I see it as the second edition of 1e D&D done right.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8209232, member: 6698278"] First I am not one of those people who think any edition of D&D was perfect. I want the feel of an edition and not necessarily the funky mechanical crunch. I think ACKS seriously addresses issues addressed in the 1e DMG. It covers a lot of things a new DM might not fully grasp. 1. So first, I believe ACKS fully embraces the old school concept that bad things can happen to a character and that is okay in fact it's essential to a fun game. So energy drain, stat loss, etc... are built in. Wandering monsters in the wilderness are at a certain level. You may want to run sometimes. 2. ACKS advocates sandbox design and gives you a lot of tools for building that sandbox effectively. It gives good advice to DMs on how to play that style. 3. ACKS has a clear system that is more modern but doesn't get in the way of the old school feel. Precalculate everything and get to a number. Then during the game it's only addition. You throw your number or you don't. Addition only math is a good thing. 4. As for the complaint there are lots of tables. Well there are for things the DM has to manage out of game but when in combat there really aren't that many tables. The tables are there to build PCs and monsters but once you've done that you can go. No need to look at tables otherwise. 5. It is old school enough that it can run almost every module with very little change. Treasure is x.p. and fighting every enemy is not always best. 6. Proficiencies provide enough extra crunch to be fun but they aren't a burden. They cover skills, feats, and etc... I guess I see it as the second edition of 1e D&D done right. [/QUOTE]
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What's the best and worst D&D book you own from any edition?
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