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General Tabletop Discussion
*TTRPGs General
An Examination of Differences between Editions
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<blockquote data-quote="S'mon" data-source="post: 3401865" data-attributes="member: 463"><p>I'm going to ignore 3e & 2e here and discuss a couple of other editions:</p><p></p><p>Running 1981 Moldvay-Cook B/X currently I'm struck by how much it differs in feel from the 1e AD&D games (incorporating 1e UA) I ran in my youth. The game seems much more balanced, no STR 18/00 PCs walloping everything in sight, no elf Fighter-Wizard-Clerics or Drow Cavaliers dominating the game. It's a smaller game, but much leaner, cleaner and more sophisticated in construction. I think Mentzer BECMI started to accrete some additions like Weapon Mastery and spellbook-copying that took the game in a different direction (though I love Mentzer's Companion Set Dominion & War Machine rules). Moldvay B-X is close to being a perfect game for an experienced GM who wants a simple but robust ruleset for swords & sorcery adventure.</p><p></p><p>I also run a C&C game - C&C is much more baroque than B-X, yet still much more tightly constructed than 1e AD&D. C&C PCs are more powerful than B/X, and the level disparity greater, more like 1e. Still, the classes, races and stats are better balanced than 1e; and with minimal tweaking it makes a great ruleset for a baroque expansive world like Wilderlands, for which I'm using it. B/X is perfect for homebrewing and for tale-telling in the Tolkienesque tradition, with a cast of thousands - the simple rules mean you never get bogged down in number-crunching.</p><p></p><p>Edit: B/X's more limited classes & race-classes also suit a human-dominated world where Elves are uniquely powerful but also limited, perhaps a dying race. C&C encourages creation of new classes and races and is great for a more wahoo, anything goes feel, while the Primes/Siege Engine system works well at keeping it all under control.</p></blockquote><p></p>
[QUOTE="S'mon, post: 3401865, member: 463"] I'm going to ignore 3e & 2e here and discuss a couple of other editions: Running 1981 Moldvay-Cook B/X currently I'm struck by how much it differs in feel from the 1e AD&D games (incorporating 1e UA) I ran in my youth. The game seems much more balanced, no STR 18/00 PCs walloping everything in sight, no elf Fighter-Wizard-Clerics or Drow Cavaliers dominating the game. It's a smaller game, but much leaner, cleaner and more sophisticated in construction. I think Mentzer BECMI started to accrete some additions like Weapon Mastery and spellbook-copying that took the game in a different direction (though I love Mentzer's Companion Set Dominion & War Machine rules). Moldvay B-X is close to being a perfect game for an experienced GM who wants a simple but robust ruleset for swords & sorcery adventure. I also run a C&C game - C&C is much more baroque than B-X, yet still much more tightly constructed than 1e AD&D. C&C PCs are more powerful than B/X, and the level disparity greater, more like 1e. Still, the classes, races and stats are better balanced than 1e; and with minimal tweaking it makes a great ruleset for a baroque expansive world like Wilderlands, for which I'm using it. B/X is perfect for homebrewing and for tale-telling in the Tolkienesque tradition, with a cast of thousands - the simple rules mean you never get bogged down in number-crunching. Edit: B/X's more limited classes & race-classes also suit a human-dominated world where Elves are uniquely powerful but also limited, perhaps a dying race. C&C encourages creation of new classes and races and is great for a more wahoo, anything goes feel, while the Primes/Siege Engine system works well at keeping it all under control. [/QUOTE]
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An Examination of Differences between Editions
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