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General Tabletop Discussion
*Dungeons & Dragons
Advanced Dungeons & Dragons and the original Basic D&D - your experiences?
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<blockquote data-quote="Ted Sandyman" data-source="post: 6353044" data-attributes="member: 6777382"><p>I learned on my older brother's copy of <strong>Moldvay Basic</strong> -- a great start and still one of the best DIY intros to the hobby ever published IMHO. After a couple years with that, it seemed logical to move on to <em>Advanced </em>D&D, so I snagged the <strong>AD&D Monster Manual</strong>. What the heck are "psionics"? Shrug. We just glossed over the odd inconsistencies and soon moved on to the AD&D Players Handbook. More differences. AC 10? Why did the saving throws change? Hmm ... splitting race and class ... that's good, but what should we do with the existing elves in our campaign? Just treat them as multi-class fighter-MUs. The DM's Guide followed soon after and was used mainly for its experience point charts and expanded list of magic items. Eventually I'd add <strong>Mentzer Expert</strong> (supposing that Expert would follow on the heels of Advanced, right?) ... and gained nothing except for module X1. Eventually, just out of a completist sentiment, I'd add <strong>Mentzer Companion </strong>and was pleasantly surprised by the domain management and mass combat rules (which seems like something you'd expect to find in the AD&D DMG).</p><p></p><p>So how did we perceive Basic vs AD&D? We didn't. It was all just D&D. When I packed a backpack of gaming gear for an overnight a boxed set would usually get tossed in along with three AD&D hardcovers. When I ran published adventures, I made no distinction between D&D and AD&D lines, so Temple of the Frog came right on the heels of Ravenloft.</p></blockquote><p></p>
[QUOTE="Ted Sandyman, post: 6353044, member: 6777382"] I learned on my older brother's copy of [B]Moldvay Basic[/B] -- a great start and still one of the best DIY intros to the hobby ever published IMHO. After a couple years with that, it seemed logical to move on to [I]Advanced [/I]D&D, so I snagged the [B]AD&D Monster Manual[/B]. What the heck are "psionics"? Shrug. We just glossed over the odd inconsistencies and soon moved on to the AD&D Players Handbook. More differences. AC 10? Why did the saving throws change? Hmm ... splitting race and class ... that's good, but what should we do with the existing elves in our campaign? Just treat them as multi-class fighter-MUs. The DM's Guide followed soon after and was used mainly for its experience point charts and expanded list of magic items. Eventually I'd add [B]Mentzer Expert[/B] (supposing that Expert would follow on the heels of Advanced, right?) ... and gained nothing except for module X1. Eventually, just out of a completist sentiment, I'd add [B]Mentzer Companion [/B]and was pleasantly surprised by the domain management and mass combat rules (which seems like something you'd expect to find in the AD&D DMG). So how did we perceive Basic vs AD&D? We didn't. It was all just D&D. When I packed a backpack of gaming gear for an overnight a boxed set would usually get tossed in along with three AD&D hardcovers. When I ran published adventures, I made no distinction between D&D and AD&D lines, so Temple of the Frog came right on the heels of Ravenloft. [/QUOTE]
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