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A New Taxonomy for TSR-Era D&D
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<blockquote data-quote="Jack Daniel" data-source="post: 8347410" data-attributes="member: 694"><p>That logic doesn't follow at all. The conversion guide in the RC is explicitly for converting between two extant, parallel games. It has guidelines for converting games both ways, from D&D to AD&D and from AD&D to D&D. </p><p></p><p>The conversion guide WotC released for 2e-to-3e is much like the one TSR released for 1e-to-2e: a one-way update from a prior edition to its immediate successor.</p><p></p><p></p><p></p><p>People always bring up the bonuses. It's frankly quite a stretch. There aren't many other similarities that I can think of. The removal of Large weapon damage, maybe? But the selection of weapons and armor is still a closer match for 2nd Edition than Basic.</p><p></p><table style='width: 100%'><tr><td><strong>Basic D&D</strong></td><td><strong>AD&D 2nd Edition</strong></td><td><strong>D&D 3rd Edition</strong></td></tr><tr><td>Three alignments</td><td>Nine alignments</td><td>Nine alignments</td></tr><tr><td>Fighter, magic-user, cleric, thief</td><td>Fighter, paladin, ranger, mage, specialist wizard, thief, bard, cleric, druid</td><td>Fighter, paladin, ranger, barbarian, wizard, sorcerer, rogue, bard, cleric, druid, monk</td></tr><tr><td>Race-as-class</td><td>Elves, half-elves, dwarves, gnomes, halflings</td><td>Elves, half-elves, dwarves, gnomes, halflings, half-orcs</td></tr><tr><td>Eight clerical spells and twelve magical spells per spell level</td><td>Large spell lists of unlimited scope</td><td>Large spell lists of unlimited scope</td></tr><tr><td>Lacks many monsters and magic items unique to AD&D</td><td>Includes large list of AD&D monsters and magic items</td><td>Includes large list of monsters and magic items from AD&D</td></tr><tr><td>36 experience levels, with fully fleshed-out rules for domain play, and fully fleshed-out rules for Immortal level play</td><td>20 levels in the core rules, hard cap at 30 levels with High-Level Campaigns, vague hints of rules for ascending to godhood</td><td>20 levels in the core rules, Epic Level Handbook describes ten more levels in detail but explicitly has no cap on mortal advancement</td></tr><tr><td>Spell levels cap at 7th for clerics, 9th for magic-users</td><td>If you don't count the Dark Sun setting, spell levels cap at 7th for clerics and 9th for mages, but both can learn True Dweomers after 20th level</td><td>Spell levels go up to 9th for all the main caster classes, and in epic levels they can create and cast Epic Spells</td></tr><tr><td>Rule booklets (Basic, Expert, etc.) eventually collected into a single-volume Cyclopedia; supplemented with Gazetteers.</td><td>PHB, DMG, MM, many other hardcovers and splatbooks.</td><td>PHB, DMG, MM, many other hardcovers and splatbooks.</td></tr><tr><td>No multi-classing (except elf)</td><td>Multi- and dual-classing</td><td>Multi-classing and favored classes</td></tr></table><p></p><p>I could go on.</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 8347410, member: 694"] That logic doesn't follow at all. The conversion guide in the RC is explicitly for converting between two extant, parallel games. It has guidelines for converting games both ways, from D&D to AD&D and from AD&D to D&D. The conversion guide WotC released for 2e-to-3e is much like the one TSR released for 1e-to-2e: a one-way update from a prior edition to its immediate successor. People always bring up the bonuses. It's frankly quite a stretch. There aren't many other similarities that I can think of. The removal of Large weapon damage, maybe? But the selection of weapons and armor is still a closer match for 2nd Edition than Basic. [TABLE] [TR] [TD][B]Basic D&D[/B][/TD] [TD][B]AD&D 2nd Edition[/B][/TD] [TD][B]D&D 3rd Edition[/B][/TD] [/TR] [TR] [TD]Three alignments[/TD] [TD]Nine alignments[/TD] [TD]Nine alignments[/TD] [/TR] [TR] [TD]Fighter, magic-user, cleric, thief[/TD] [TD]Fighter, paladin, ranger, mage, specialist wizard, thief, bard, cleric, druid[/TD] [TD]Fighter, paladin, ranger, barbarian, wizard, sorcerer, rogue, bard, cleric, druid, monk[/TD] [/TR] [TR] [TD]Race-as-class[/TD] [TD]Elves, half-elves, dwarves, gnomes, halflings[/TD] [TD]Elves, half-elves, dwarves, gnomes, halflings, half-orcs[/TD] [/TR] [TR] [TD]Eight clerical spells and twelve magical spells per spell level[/TD] [TD]Large spell lists of unlimited scope[/TD] [TD]Large spell lists of unlimited scope[/TD] [/TR] [TR] [TD]Lacks many monsters and magic items unique to AD&D[/TD] [TD]Includes large list of AD&D monsters and magic items[/TD] [TD]Includes large list of monsters and magic items from AD&D[/TD] [/TR] [TR] [TD]36 experience levels, with fully fleshed-out rules for domain play, and fully fleshed-out rules for Immortal level play[/TD] [TD]20 levels in the core rules, hard cap at 30 levels with High-Level Campaigns, vague hints of rules for ascending to godhood[/TD] [TD]20 levels in the core rules, Epic Level Handbook describes ten more levels in detail but explicitly has no cap on mortal advancement[/TD] [/TR] [TR] [TD]Spell levels cap at 7th for clerics, 9th for magic-users[/TD] [TD]If you don't count the Dark Sun setting, spell levels cap at 7th for clerics and 9th for mages, but both can learn True Dweomers after 20th level[/TD] [TD]Spell levels go up to 9th for all the main caster classes, and in epic levels they can create and cast Epic Spells[/TD] [/TR] [TR] [TD]Rule booklets (Basic, Expert, etc.) eventually collected into a single-volume Cyclopedia; supplemented with Gazetteers.[/TD] [TD]PHB, DMG, MM, many other hardcovers and splatbooks.[/TD] [TD]PHB, DMG, MM, many other hardcovers and splatbooks.[/TD] [/TR] [TR] [TD]No multi-classing (except elf)[/TD] [TD]Multi- and dual-classing[/TD] [TD]Multi-classing and favored classes[/TD] [/TR] [/TABLE] I could go on. [/QUOTE]
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