D&D basic set ??

Akrasia said:
And of course Dragonsfoot.org has an entire forum devoted to OD&D (which is pretty active).
D'oh! I can't believe I forget to mention them.

I would probably be trying to play a version of the D&D Cyclopedia system myself, were it not for the advent of 'Castles and Crusades'.
How hard would it be for me to integrate C&C with the Rules Cyclopedia?
 

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Even though I love 3E and 3.5, I still think about running a game of OD&D.

OD&D is a valuable, fun game in and by itself. Not just for seasoned gamers, but for new ones too, including children. The Basic Set of WotC has this huge flaw of being built around the idea that you will progress by buying the core books and more D&D miniatures sooner or later. The end result is a game with limited horizons. A kind of very short-lived introduction to the game.

OD&D doesn't have this flaw. It can still provide hundreds of hours of adventure on its own (the red box, or even white box if you like to make the system your own, as it needs to be adapted to your needs first before being fully playable). If you're lucky enough to get your hand on a Rules Cyclopedia, you won't need anything else... ever. Everything you might one day need is in there.
 
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I've got them, loved them, and wore 'em out.

But if it's a new player, I'd prefer the 3.0 or 3.5 basic set to teach. I go basic books with KOK, so crunch is not an issue.
 

I finished up a 6 month long game using the 1980 Moldvay/Cook Baisc/Expert sets in December.

It was a great time.
 

Odhanan said:
Even though I love 3E and 3.5, I still think about running a game of OD&D.

OD&D is a valuable, fun game in and by itself. Not just for seasoned gamers, but for new ones too, including children. The Basic Set of WotC has this huge flaw of being built around the idea that you will progress by buying the core books and more D&D miniatures sooner or later. The end result is a game with limited horizons. A kind of very short-lived introduction to the game.

OD&D doesn't have this flaw. It can still provide hundreds of hours of adventure on its own (the red box, or even white box if you like to make the system your own, as it needs to be adapted to your needs first before being fully playable). If you're lucky enough to get your hand on a Rules Cyclopedia, you won't need anything else... ever. Everything you might one day need is in there.

Actually, I think the fact that D&D Basic (not OD&D, that's completely different) is a completely different game from AD&D is a huge flaw.

At least D&D Basic (3.5e) introduces you to the D&D game that most people play.
 

D&D and AD&D was designed to be completely different games.

AD&D provided rules for a lot of thigns, because it was intended to be the "standard" game, where people could play it everywhere and do things roughly the same

D&D was the easy, freeform game for people who liked to do their own thing
 

I moved from 3e to the D&D Rules Cyclopedia and I am being very sucessful in convincing players that the RC is the best D&D version ever. It is concise (single volume), has about the degree of detail I enjoy, and it is easy to introduce house rules.
 

Ron said:
It is concise (single volume), has about the degree of detail I enjoy, and it is easy to introduce house rules.

Agreed. The Wrath of the Immortals boxed set add on for it is the best D&D Immortal/Divine rules too.
 

Ron said:
I moved from 3e to the D&D Rules Cyclopedia and I am being very sucessful in convincing players that the RC is the best D&D version ever. It is concise (single volume), has about the degree of detail I enjoy, and it is easy to introduce house rules.
Just out of curiosity, are you using the skills and weapons specializations?

I debated about using the RC, but settled on Moldvay/Cook.
 

I want to ask a question of those of you playing the old game, but I don't want this to come across as an attack on the game. I don't want an edition war, but I'm curious.

If you play just a one-off, it may never come up. But if you are playing a campaign or other extended game, do the PCs ever need/want to try some actions not covered by the basic rules? Do the PCs never want to disarm an opponent? Grapple? Push them off a cliff? A cleric climb a wall? A magic-user hide? The fighter pull a stunt while on horseback? How do you handle jumping over a pit? The group sneaking past a guard post? Swimming? Etc.

Do these things never come up in your game? Do the Players kindly "play along" by not trying things not covered in the rules? Or do you have to make up rules for the actions on the spot? And how often?

If you make up rules, do you base the rule on something in D&D3? Or do you make them up completely whole clothe?

I loved playing Basic/Expert D&D (Moldvay/Cook), but we moved "up" to AD&D1 after a year or so. And even in AD&D, I often hit a need for a house rule to cover things the PCs wanted/needed to do. I had a fairly lengthy list of house rules for my game, but not to change the rules, rather to write down rules for things not covered.

So, how do you handle "rule heavy" needs for a "rules light" system?

Quasqueton
 

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