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<blockquote data-quote="Remathilis" data-source="post: 4568265" data-attributes="member: 7635"><p>Rules Cyclopedia places all the rules needed in one book (from classes to spells to monsters & treasure). Castles & Crusades has two. Fourth edition has three, but you rarely need more than one open at a time.</p><p></p><p></p><p></p><p>RC, C&C, or 4e.</p><p></p><p></p><p></p><p>If you are willing to let characters run more than one PC at a time, (or have hirelings/henchmen) I'd go RC. C&C can work here as well, but 4e really needs 5 players. </p><p></p><p></p><p></p><p>RC is all inclusive, but a little sparse on monsters. Same with C&C. 4e is good on monsters and such, but VERY shy on magic items (adventurer's vault is practically the 4th core book). </p><p></p><p></p><p></p><p>Have you looked at GURPS? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Seriously, it depends on your level. All editions of D&D can pull out some ghee-whiz magic levels at high level. RC D&D has only three caster classes and I think 200 spells total. C&C is a bit higher in magic, but not as much as AD&D. 4th has a lot of magic, but its not as powerful as it once was. All editions can be tailored to magical goodies lists. </p><p></p><p></p><p></p><p>4e is much more geared toward everyones good in combat, beyond that makes stuff up. C&C and RC is a more classic mix of fighters rocking in combat, rogues rocking in dungeons, and wizards rocking when they have the right spell, but not much else. </p><p></p><p></p><p></p><p>Good news: All editions support miniature play! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> 4e kinda requires it, though. </p><p></p><p></p><p></p><p>4e is balanced. Its literally a none-issue.</p><p></p><p>RC and C&C require a more delicate touch to make sure wizards don't trample thieves, clerics aren't medicine chests, and fighters have something to do beyond "hit stuff". None have the same level of broken combos as 3e.</p><p></p><p></p><p></p><p>4e has you covered here. RC bows out partially; its classes and PC stuff is TIGHTLY tied to classic archetypes and not easily unbound, but it has monsters that haven't been seen (much) in other editions of D&D. C&C is fairly generic (due to its ties to OGL) but easily expandable. </p><p></p><p></p><p></p><p>All editions support world building. RC has a sample world (Mystara), and 4e has a assumed setting (PoL) but both are easy to ignore. </p><p></p><p></p><p></p><p>4e's skill challenges are optional. RC and C&C have a much more loose system of task resolution though, so DMs can flavor them differently. </p><p></p><p></p><p></p><p>All editions do that well. RC goes further by giving rule for ruling kingdoms and dominions and eventually seeking immortality! (though 4e gives you the latter as well)</p><p></p><p></p><p></p><p>RC (simple, all in one, classic), C&C (a modern take on classic conventions) or 4e (the new kid with lots of potential) all seem to flow well. </p><p></p><p>Either way, pick an edition and go with it because all D&D is awesome. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Remathilis, post: 4568265, member: 7635"] Rules Cyclopedia places all the rules needed in one book (from classes to spells to monsters & treasure). Castles & Crusades has two. Fourth edition has three, but you rarely need more than one open at a time. RC, C&C, or 4e. If you are willing to let characters run more than one PC at a time, (or have hirelings/henchmen) I'd go RC. C&C can work here as well, but 4e really needs 5 players. RC is all inclusive, but a little sparse on monsters. Same with C&C. 4e is good on monsters and such, but VERY shy on magic items (adventurer's vault is practically the 4th core book). Have you looked at GURPS? ;) Seriously, it depends on your level. All editions of D&D can pull out some ghee-whiz magic levels at high level. RC D&D has only three caster classes and I think 200 spells total. C&C is a bit higher in magic, but not as much as AD&D. 4th has a lot of magic, but its not as powerful as it once was. All editions can be tailored to magical goodies lists. 4e is much more geared toward everyones good in combat, beyond that makes stuff up. C&C and RC is a more classic mix of fighters rocking in combat, rogues rocking in dungeons, and wizards rocking when they have the right spell, but not much else. Good news: All editions support miniature play! :D 4e kinda requires it, though. 4e is balanced. Its literally a none-issue. RC and C&C require a more delicate touch to make sure wizards don't trample thieves, clerics aren't medicine chests, and fighters have something to do beyond "hit stuff". None have the same level of broken combos as 3e. 4e has you covered here. RC bows out partially; its classes and PC stuff is TIGHTLY tied to classic archetypes and not easily unbound, but it has monsters that haven't been seen (much) in other editions of D&D. C&C is fairly generic (due to its ties to OGL) but easily expandable. All editions support world building. RC has a sample world (Mystara), and 4e has a assumed setting (PoL) but both are easy to ignore. 4e's skill challenges are optional. RC and C&C have a much more loose system of task resolution though, so DMs can flavor them differently. All editions do that well. RC goes further by giving rule for ruling kingdoms and dominions and eventually seeking immortality! (though 4e gives you the latter as well) RC (simple, all in one, classic), C&C (a modern take on classic conventions) or 4e (the new kid with lots of potential) all seem to flow well. Either way, pick an edition and go with it because all D&D is awesome. :) [/QUOTE]
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