TSR On the Relative Merits of the TSR Editions

So, because I'm a completist, I actually read through (okay, skimmed) the entire thread before typing this.
I don't know what kind of grognard I am, but I've been playing this game since we had to color our pale-blue math rocks with crayons. My first exposure to D&D was either White Box or Holmes - OD&D rules, at a friend's house when I was a precocious child of, I think, 7.

That Christmas (1980), we got a copy of the Tom Moldvay Basic Set. I distinctly remember making our first characters with the help of an older family friend who was a wise older girl of 13. Not long after, we got a Monster Manual, PHB and DMG, and Cook Expert set . And then all the rest. I still have EVERYTHING but my original PHB which got destroyed, or stolen, or lost. An orange-spine edition replaced it.

I think I've said it before, but like many people I played a hodgepodge of 1e and B/X. We used AD&D class/race combos and alignment, but relied on B/X for a lot of the rules questions. I got an AD&D fighting wheel that I continued using right up until 2e. And here is my impression of the best parts of the editions I had, with the perspective of years:

Hands down, the best entry point to D&D for new players goes to the 1983 Mentzer Red Box. It was evocative, descriptive, and essentially introduced roleplaying games as "Choose Your Own Adventure" novella with a randomizer. Just brilliant.

1e had a LOT. But the organization was terrible. So for me, that was a whole lot of using the rules I liked and chucking the ones I didn't.

I could run 2e NOW. I might muck up a spell effect or two, or count slots wrong, but I'd been using proficiencies for years by the time it came out, and like a lot of folks, I don't know that I did much other than use new books (fewer things to look up) and occasionally get mechanics wrong. 2nd-Edition also gets honorable mention for the game's second best descriptive intro explanation ever - the "Chutes and Ladders" analogy. It's not quite the Red Box's walk-through adventure, but it's not bad at all.

I liked some of the 2e player's option stuff, especially "Channeling" in Player's Option: Spells & Powers.

It's actually somewhat mystifying to me that TSR never quite figured out how to "do skills" well in D&D. There were so many fiddly subsystems for "I attempt X," that it's mind-boggling that nobody there tumbled to "Hey, why not use the same d20 we use for the most common resolution we do in the game - combat?"

I could do a long rant about how what I wanted 3e to be a mechanically cleaned up 2e, and instead what I got was a much more "over the top" fantasy setting. It was the first time I felt D&D had started overtly embracing what I can only describe as "high-magic fantasy superheroes."

And for all that I like the cleaned up mechanics (and better presentation) of some more modern games, the aesthetics of them turn me off.
 

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So, which edition of TSR D&D do you prefer, for your preferred playstyle, and what kind of game would prompt you to use a different one?
I will most definitely go with AD&D 2nd edition. I think the three core books were $18 each, so with a $15 weekly allowance, it didn't take me long to purchase all three. It wasn't the first RPG I ever bought, but it was the first edition of AD&D I ever purchased with my own money (not counting The Keep on the Borderlands). I also owned quite a bit settings, adventures, and other supplements for the game. I played AD&D 2nd edition from 1989 until around 1997-98, so 8 or 9 years. I've played D&D 5th edition since 2014, but I've clocked more hours with 2nd edition than I'm likely to get with 5th edition.

I can't speak much to my preferred playstyle on the grounds that it was such a long time ago. While I have happy memories of AD&D 2nd edition, wild owlbears couldn't get me to play it again.
 

1e. No, 2e. No, 1e. Can't decide.

Actually I started in the early 80s with the BX red box and played a lot more BX/BECMI than 1e, but these days we play 1e (not that I get to play much...).
 
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In this thread, @Sacrosanct asked why so many paleo-grognards and neo-grognards-- two distinct camps I have separate feet in-- prefer AD&D 1E to 2E and why there are so many more clones and offshoots of the former than the latter.

I can easily go off at length about why 1E is my least favorite version of D&D, and how the history of D&D is subsequent designers removing its errors one at a time. But nobody enjoys or benefits from that discussion and the people who prefer 1E have a point.

So, this isn't a [+] thread, but it's not for Edition Warriors, either-- this is a thread for why we like our most-preferred rulesets better than others, not why we like our least-preferred rulesets less. Or, if you prefer, a thread for telling people who disagree with you why they're right.

Evolution. I never cleanly broke with any edition and yes I played 0e. I followed the cladagram up AD&D, skipped the 2.5 and used some of 3e and there the game stands.

I prefer, Olde School New School.

Old School: Anything not forbidden is permitted.
New School: Anything not permitted in forbidden.

I have seen these definitions played out in discussion and game play and the masses of AD&D and even 3e as a "no" system. Pathfinder I find is more a "yes" system that suffers it's ancestors. I developed a Yes system.
 

I will most definitely go with AD&D 2nd edition. I think the three core books were $18 each, so with a $15 weekly allowance, it didn't take me long to purchase all three.
Inflation sucks. The 1e Monster Manual, the first book out was 10.95, bought at the Squadron Shop on John R road. (Sadly long gone) I was working by then. Now for 5e 49.95.

One reason I stopped the churn. It's more editions or Hero Forge. I like Hero Forge.
 

Inflation sucks. The 1e Monster Manual, the first book out was 10.95, bought at the Squadron Shop on John R road. (Sadly long gone) I was working by then. Now for 5e 49.95.
In terms of purchasing power, that $10.95 in 1977 was equivalent to $60.00 in 2026, so the price of D&D hasn't kept up with inflation. I'm of the school of thought that gaming continues to be a relatively inexpensive hobby and the production quality has continued to go up.
 

In terms of purchasing power, that $10.95 in 1977 was equivalent to $60.00 in 2026, so the price of D&D hasn't kept up with inflation. I'm of the school of thought that gaming continues to be a relatively inexpensive hobby and the production quality has continued to go up.
And I'm of the opinion that production quality, particular full color and art, have been over-emphasized more and more over the years, demanding higher prices from publishers, but no one listens to me.
 

And I'm of the opinion that production quality, particular full color and art, have been over-emphasized more and more over the years, demanding higher prices from publishers, but no one listens to me.
It's a valid point-of-view. A copy of Rifts from Palladium will set you back $40 which is the equivalent of $16.50 in 1990 (the year Rifts was first published). I do think there are more purchasers interested in nice looking books with high quality paper, art, and layout than there are those who just want something mediocre that gets the job done.
 

In terms of purchasing power, that $10.95 in 1977 was equivalent to $60.00 in 2026, so the price of D&D hasn't kept up with inflation. I'm of the school of thought that gaming continues to be a relatively inexpensive hobby and the production quality has continued to go up.
Yeah, WotC is a lot of things, but pushing the cost past inflation is not a historical trend for the. In other threads where we have dug into it, D&D has a pretty remarkablly similar price across Editions, decades and publishers.
 

It's a valid point-of-view. A copy of Rifts from Palladium will set you back $40 which is the equivalent of $16.50 in 1990 (the year Rifts was first published). I do think there are more purchasers interested in nice looking books with high quality paper, art, and layout than there are those who just want something mediocre that gets the job done.
No doubt. Doesn't change how I feel though. Art for me is more about utility than anything else.
 

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