D&D General Mechanical differences between AD&D and Basic?

Elodan

Adventurer
Aside from the obvious race as class one, can someone point me (or give me some) of the differences in mechanics between the two systems?

Thanks.
 

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Ath-kethin

Elder Thing
Aside from the obvious race as class one, can someone point me (or give me some) of the differences in mechanics between the two systems?

Thanks.
Probably the biggest difference was that in D&D/Basic/BECMI, if you were a nonhuman your race was your class, period. No such thing as a dwarf cleric (at least initially); if you were a dwarf you were a dwarf.

That changed as time went on, and there were eventually classes for dwarf rogues, dwarf clerics, etc, but at its core was the idea of race-as-class.

D&D also spread the level progression across 36 levels instead of 20 and had clear(ish) rules for mass combat, kingdom/domain management, and what was basically divine ascension too.

But you'd be far better served by reading about the systems directly. There are many differences, and a few forum thread posts are unlikely to illustrate them all well.
 

Elodan

Adventurer
Have you played these systems?
It’s been like 20 since I last played basic. Same for AD&D except for a rew one-offs. Group was discussing the changes in the various editions last session and none of us could really remember much about the changes between the two aside from race as class. Figured the D&D historians at EN World could point me in the right direction.
 
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cbwjm

Seb-wejem
Different initiative systems, there were no weapon speeds casting times in BECMI, rather each side rolled to go first then turns would be resolved according to what your doing. I think it went something like ranged weapons, one handed weapons, spells, two-handed weapons (could be wrong on exact order though). Meant that even if you won initiative, if no one on your team used ranged weapons but the enemy did, they get first shot at you.

The cleric class didn't get any bonus spells and they don't have any spell slots until 2nd level.

The paladin/avenger were subclasses that a 9th level lawful/chaotic fighter could take at 9th level. I think they suggest them as an option to start at level 1 in the rules cyclopedia.

Those are some of the differences that immediately jump out at me that haven't already been mentioned.
 

Fenris-77

Small God of the Dozens
Supporter
Well, two handed weapins went last, so there's kinda weapon speed, but that's more of an aside. Also casting, in BX anyway, meant you couldn't move at all, so there's 'time' of a sort there.
 

Shiroiken

Legend
The differences are pretty significant. In general, there are a lot of detailed, fiddly mechanics in AD&D while BECMI is intentionally simple. The other most obvious difference is demi-humans were a class, so you never had a dwarven cleric or halfling fighter. This also allowed demi-humans to not have any level limits. Finally, BECMI capped at level 36, while 1E (not 2E) was completely unlimited.

Interestingly, the differences don't make that much of a difference during the game, so long as you were consistent with using either set of rules. This allowed characters to play in adventures designed for either edition. This was great for AD&D, since BECMI had some of the best adventures.
 

timbannock

Adventurer
Supporter
AD&D had a love for d100 rolls: morale, initial attitude/reaction.

Initiative, charging, spell casting time: radically different.

Thief skill progression.

Fleeing/ chase rules

I believe movement and range measurements were changed nearly across the board. Not positive on that one, though.

Wilderness travel, encounter frequency, and clearing hexes works a bit differently.

Monsters aim for the head on 1 in 6 hits. Better make sure your armor comes with a helmet!

Spell research and spell books work more fiddly, to no one's surprise.

Monster XP is totally different... but gold is still king for XP rewards.
 

see

Pedantic Grognard
Let's see, stuff not mentioned:

ACs started at 10 in AD&D, 9 in BECMI.

Rounds were 10 seconds in BECMI, 1 minute in AD&D. Turns 10 minutes in both, so 60 rounds in BECMI, 10 rounds in AD&D.

Alignment was just L/N/C in BECMI, no good-evil axis.
 


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