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<blockquote data-quote="Jhaelen" data-source="post: 4089619" data-attributes="member: 46713"><p>Let me start by saying that my introduction to D&D was with the AD&D 1E rules. It was a bit later that I participated in a BECMI campaign. While I had fun playing it I never felt the rules were as good as the AD&D rules.</p><p></p><p>I think that's the decisive point <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>It's THE main difference of BECMI, 1E & 2E compared to 3.X.</p><p></p><p>At least in my experience what may appear like a blessing in retrospect quickly evolved into a situation that was a lot worse than 3.X:</p><p></p><p>Exponential growth of house-rules.</p><p></p><p>By the time I was playing 2E I had so many house-rules, I doubt the game would have been recognizable by anyone as D&D - well, okay, I'm exaggerating a bit, but it was real bad. The problem with house-rules is: You have no idea (at least initially) if they are even remotely balanced.</p><p></p><p>I suffered from extreme burnout after a couple of years playing 2E and stopped roleplaying completely for about a year. Then I tried lots of other RPG systems among them all-time favorites of mine, like Runequest and Ars Magica. Then 3.X made me return to D&D with a simple promise:</p><p></p><p>Having a rule for every situation.</p><p></p><p>But it doesn't come without a price, as we now know.</p><p></p><p>I'd say, 4E is an attempt at a compromise between the simple fun of old and the careful balance and rules coverage of late.</p><p></p><p>I sort of share that feeling. While I greatly enjoy the tactical nature of combat which I consider to be the major selling point of D&D, I would very much like D&D 4E to offer an alternative light-weight system to be used for the less important combats. Ars Magica has something like that. Then again you might argue: If the combat isn't important, why play it out at all? Maybe the new social encounter rules could be adopted to decide on the results of minor combat encounters as well?</p><p></p><p>Maybe, I really should.</p><p></p><p>I'm a different person now than I was 24 years ago. My expectations about a game and what I consider fun have changed over time. I now prefer a more casual playing style, getting rid of simulationalist aspects that don't add to the fun.</p><p></p><p>So maybe I'll like BECMI D&D now better than I did in the past. But I think, I'd really like to see the 4E rules first and give them a try. Until then I'll continue with my 3E campaign - I'd really love to bring a campaign to its conclusion for the first time! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Jhaelen, post: 4089619, member: 46713"] Let me start by saying that my introduction to D&D was with the AD&D 1E rules. It was a bit later that I participated in a BECMI campaign. While I had fun playing it I never felt the rules were as good as the AD&D rules. I think that's the decisive point ;) It's THE main difference of BECMI, 1E & 2E compared to 3.X. At least in my experience what may appear like a blessing in retrospect quickly evolved into a situation that was a lot worse than 3.X: Exponential growth of house-rules. By the time I was playing 2E I had so many house-rules, I doubt the game would have been recognizable by anyone as D&D - well, okay, I'm exaggerating a bit, but it was real bad. The problem with house-rules is: You have no idea (at least initially) if they are even remotely balanced. I suffered from extreme burnout after a couple of years playing 2E and stopped roleplaying completely for about a year. Then I tried lots of other RPG systems among them all-time favorites of mine, like Runequest and Ars Magica. Then 3.X made me return to D&D with a simple promise: Having a rule for every situation. But it doesn't come without a price, as we now know. I'd say, 4E is an attempt at a compromise between the simple fun of old and the careful balance and rules coverage of late. I sort of share that feeling. While I greatly enjoy the tactical nature of combat which I consider to be the major selling point of D&D, I would very much like D&D 4E to offer an alternative light-weight system to be used for the less important combats. Ars Magica has something like that. Then again you might argue: If the combat isn't important, why play it out at all? Maybe the new social encounter rules could be adopted to decide on the results of minor combat encounters as well? Maybe, I really should. I'm a different person now than I was 24 years ago. My expectations about a game and what I consider fun have changed over time. I now prefer a more casual playing style, getting rid of simulationalist aspects that don't add to the fun. So maybe I'll like BECMI D&D now better than I did in the past. But I think, I'd really like to see the 4E rules first and give them a try. Until then I'll continue with my 3E campaign - I'd really love to bring a campaign to its conclusion for the first time! :) [/QUOTE]
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