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Mechanical differences between AD&D and Basic?
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<blockquote data-quote="steeldragons" data-source="post: 8391031" data-attributes="member: 92511"><p>Uhmmm...ok...Let's see what I can throw together off the top of my head (several of these are probably already in other posts, I would imagine)</p><p></p><p>Well, you mentioned the first big/noticeable one: Race as Class. </p><p>From there we go to Race AND Class...</p><p></p><p>Races in B/X-BECMI: Human, Elf, Dwarf, Halfling. Done.</p><p>Races in AD&D: Human, Elf (assumed High), Dwarf (Hill or Mountain), Halfling (Hairfoot, Stout or Tallfellow), Half-elf, Half-orc, Gnome. AND, with 1e's Unearthed Arcana, almost all non-humans get 1-5 subraces that became playable options.</p><p></p><p>Classes in Basic: Fighter, Magic-User, Cleric, Thief (available to Humans only!), Elf (Ftr/MU, basically) as class, Dwarf (Ftr) as class, Halfling (Ftr/Thf, basically) as class.</p><p>Classes in AD&D: Fighter, Magic-User, Cleric, Thief, Paladin, Ranger, Druid, Illusionist, Assassin, Monk...arguably, in appendices, Bard and Psionicist. Cavalier, Barbarian, and Acrobat added in 1e's Unearthed Arcana.</p><p></p><p>ALIGNMENT! In Basic: Lawful, Neutral, Chaotic.</p><p>In AD&D an Ethos axis (Lawful, Neutral, Chaotic) and a Mores axis (Good, Neutral, Evil) and, thus, the Nine combinations of Alignment.</p><p></p><p>Multiclassing in Basic: nonexistent.</p><p>Multiclassing in AD&D: available to non-human options in completely independent combinations, e.g. Dwarves couldn't be the same classes or class combo's as Half-orcs who couldn't be the same classes/combos as Elves, etc... Humans were allowed "Dual classing" but not multiclassing.</p><p></p><p>Equipment: AD&D had exponentially more options for armors and weapons than B/X/ECMI.</p><p></p><p>In AD&D Casting times for spells and Weapon Speeds were a thing for combat, not that we necessarily used them religiously (or at all, from game to game). Not so in Basic.</p><p></p><p>I feel like there were other "in combat" round by round kind of differences, but not really remembering what they were. Initiative was basically the same, I think...There was "Side vs. Side" combat tracking versus individual, but that was Basic and AD&D. Changed to the individual initiative we know today in later editions.</p><p></p><p>Spell lists in AD&D were significantly more beefed up than in Basic. Especially after 1eUA. </p><p>Treasure and Magic Item lists were significantly more beefed up in AD&D than Basic. AD&D had Artifacts/Relics. You really didn't get to/see "Artifact" level items in Basic until/unless you got to the "Companion" (i.e. "C") set of BECMI. B/X didn't have them at all.</p><p></p><p>AD&D had a chart for EVVVVerything. There was a %die for just about anything you needed. Basic used percentile dice much less, though both used them for Thieves Skills.</p><p></p><p>Think that's about it that i can come up with without pulling out books... So, yeah, there were some significant differences but the general playing of the game - ability scores, saving throws, how to roll attacks and damage (even if the damage die was different), and so on - was mostly the same/easily transferable.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8391031, member: 92511"] Uhmmm...ok...Let's see what I can throw together off the top of my head (several of these are probably already in other posts, I would imagine) Well, you mentioned the first big/noticeable one: Race as Class. From there we go to Race AND Class... Races in B/X-BECMI: Human, Elf, Dwarf, Halfling. Done. Races in AD&D: Human, Elf (assumed High), Dwarf (Hill or Mountain), Halfling (Hairfoot, Stout or Tallfellow), Half-elf, Half-orc, Gnome. AND, with 1e's Unearthed Arcana, almost all non-humans get 1-5 subraces that became playable options. Classes in Basic: Fighter, Magic-User, Cleric, Thief (available to Humans only!), Elf (Ftr/MU, basically) as class, Dwarf (Ftr) as class, Halfling (Ftr/Thf, basically) as class. Classes in AD&D: Fighter, Magic-User, Cleric, Thief, Paladin, Ranger, Druid, Illusionist, Assassin, Monk...arguably, in appendices, Bard and Psionicist. Cavalier, Barbarian, and Acrobat added in 1e's Unearthed Arcana. ALIGNMENT! In Basic: Lawful, Neutral, Chaotic. In AD&D an Ethos axis (Lawful, Neutral, Chaotic) and a Mores axis (Good, Neutral, Evil) and, thus, the Nine combinations of Alignment. Multiclassing in Basic: nonexistent. Multiclassing in AD&D: available to non-human options in completely independent combinations, e.g. Dwarves couldn't be the same classes or class combo's as Half-orcs who couldn't be the same classes/combos as Elves, etc... Humans were allowed "Dual classing" but not multiclassing. Equipment: AD&D had exponentially more options for armors and weapons than B/X/ECMI. In AD&D Casting times for spells and Weapon Speeds were a thing for combat, not that we necessarily used them religiously (or at all, from game to game). Not so in Basic. I feel like there were other "in combat" round by round kind of differences, but not really remembering what they were. Initiative was basically the same, I think...There was "Side vs. Side" combat tracking versus individual, but that was Basic and AD&D. Changed to the individual initiative we know today in later editions. Spell lists in AD&D were significantly more beefed up than in Basic. Especially after 1eUA. Treasure and Magic Item lists were significantly more beefed up in AD&D than Basic. AD&D had Artifacts/Relics. You really didn't get to/see "Artifact" level items in Basic until/unless you got to the "Companion" (i.e. "C") set of BECMI. B/X didn't have them at all. AD&D had a chart for EVVVVerything. There was a %die for just about anything you needed. Basic used percentile dice much less, though both used them for Thieves Skills. Think that's about it that i can come up with without pulling out books... So, yeah, there were some significant differences but the general playing of the game - ability scores, saving throws, how to roll attacks and damage (even if the damage die was different), and so on - was mostly the same/easily transferable. [/QUOTE]
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