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Can anyone help a newbie group get started with P&P D&D ?
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<blockquote data-quote="ccs" data-source="post: 6827617" data-attributes="member: 6803664"><p>My all time favorite edition is AD&D 1e. I love all of it's quirks, oddities, limits, etc. And I definitely encourage you to give that edition a try at some point.</p><p></p><p>That said? </p><p></p><p>I'd recommend starting with 5e.</p><p>1) It's easy. It's the best presented version of our favorite game to date.</p><p>2) Being the current edition it's readily available and you'll find lots of discussion about it.</p><p>Jump straight in with the Players Handbook, DM Guide, & Monster Manual. (and some dice) </p><p>The only reason you might want to spend $ on the starter box is that it contains a pretty good beginning adventure.</p><p></p><p>It's also really easy to adapt old Ad&D adventure modules for 5e use. Even 3.0/3.5/Pathfinder adventures can be used with a bit more work.</p><p></p><p></p><p>AD&D:</p><p>Comes in two versions. 1st edition & 2nd edition. 1st, like I've said, is full of quirks. And various (relatively important) rules are scattered all over the place in the DMG. Now & then you'll find something in the Monster Manual....</p><p>2nd edition is essentially a cleaned up & better edited version of 1e. </p><p></p><p>3.0/3.5/Pathfinder:</p><p>These editions are VERY rules/#s heavy. The big things you'll notice right off the bat are A) the skill points system, B) the Feats system, and C) the Multi-classing system.</p><p>This is all fine & good, but as you level up it becomes more & more complex. To the point where it resembles work and the #s seem more important than whatever the actual adventure is that your playing.... </p><p>Of these 3.5 was a slight modification to 3.0 & Pathfinder is an overhaul to both of them.</p><p>Pathfinder is the currently published version. You'll find more products for it than you'll EVER be able to use.</p><p></p><p>4e....</p><p>This was the least popular version of the game, published only 2008-2012. You know that saying "one of these things isn't like the others"? That one thing is 4e.</p><p>The company made too many radical changes to the game. These were not well received by many players. The result was great exodus of WoTCs D&D player/customer base.</p></blockquote><p></p>
[QUOTE="ccs, post: 6827617, member: 6803664"] My all time favorite edition is AD&D 1e. I love all of it's quirks, oddities, limits, etc. And I definitely encourage you to give that edition a try at some point. That said? I'd recommend starting with 5e. 1) It's easy. It's the best presented version of our favorite game to date. 2) Being the current edition it's readily available and you'll find lots of discussion about it. Jump straight in with the Players Handbook, DM Guide, & Monster Manual. (and some dice) The only reason you might want to spend $ on the starter box is that it contains a pretty good beginning adventure. It's also really easy to adapt old Ad&D adventure modules for 5e use. Even 3.0/3.5/Pathfinder adventures can be used with a bit more work. AD&D: Comes in two versions. 1st edition & 2nd edition. 1st, like I've said, is full of quirks. And various (relatively important) rules are scattered all over the place in the DMG. Now & then you'll find something in the Monster Manual.... 2nd edition is essentially a cleaned up & better edited version of 1e. 3.0/3.5/Pathfinder: These editions are VERY rules/#s heavy. The big things you'll notice right off the bat are A) the skill points system, B) the Feats system, and C) the Multi-classing system. This is all fine & good, but as you level up it becomes more & more complex. To the point where it resembles work and the #s seem more important than whatever the actual adventure is that your playing.... Of these 3.5 was a slight modification to 3.0 & Pathfinder is an overhaul to both of them. Pathfinder is the currently published version. You'll find more products for it than you'll EVER be able to use. 4e.... This was the least popular version of the game, published only 2008-2012. You know that saying "one of these things isn't like the others"? That one thing is 4e. The company made too many radical changes to the game. These were not well received by many players. The result was great exodus of WoTCs D&D player/customer base. [/QUOTE]
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