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*TTRPGs General
Moldvay/Cook's B/X D&D vs. Mentzer/Allston's BECM/RC D&D?
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<blockquote data-quote="rogueattorney" data-source="post: 1768740" data-attributes="member: 17551"><p>Chiming in on what some others have said...  Taking the Basic and Expert levels in isolation, there isn't a whole lot of difference between the Moldvay/Cook and Mentzer versions of the rules.  It's really only freaky B/X D&D fans like me who even notice.  People mix and match the game products for the two rules-sets all the time and usually don't even notice the differences.  When the differences are noted, the general solution is to decide which (xp, saving throw, to hit, whatever) chart to use and use it.</p><p></p><p>The main difference is that from levels 6-14 the M/C pc's max out on their abilities, while Mentzer pc's do not.  The Mentzer pc's, afterall, need someplace to go during levels 15 to 36.  The effect is that mid- to high- level characters are slightly more powerful in M/C, especially the cleric.</p><p></p><p>The way in which magic-users learn spells/use Read Magic/use scrolls/research is different as well, with the Mentzer version being more like AD&D, and M/C being more restrictive on learning, but less restrictive on researching.</p><p></p><p>However, the main difference is in the presentation.  M/C is more straight forward.  Mentzer is more of a tutorial.  For that reason, experienced gamers would probably like M/C better, and those who've never gamed before would like Mentzer better.</p><p></p><p>Obviously, when you add on the high level and optional stuff from the Companion and Master sets or the RC, the Mentzer rules take on an added dimension.  Personally, I've found limited use for this stuff, but it does give you more options to add to your game, and they are quite easy to add into the M/C rules.</p><p></p><p>I use the Moldvay/Cook rules as the base, and then use the RC as a reference.</p><p></p><p>R.A.</p></blockquote><p></p>
[QUOTE="rogueattorney, post: 1768740, member: 17551"] Chiming in on what some others have said... Taking the Basic and Expert levels in isolation, there isn't a whole lot of difference between the Moldvay/Cook and Mentzer versions of the rules. It's really only freaky B/X D&D fans like me who even notice. People mix and match the game products for the two rules-sets all the time and usually don't even notice the differences. When the differences are noted, the general solution is to decide which (xp, saving throw, to hit, whatever) chart to use and use it. The main difference is that from levels 6-14 the M/C pc's max out on their abilities, while Mentzer pc's do not. The Mentzer pc's, afterall, need someplace to go during levels 15 to 36. The effect is that mid- to high- level characters are slightly more powerful in M/C, especially the cleric. The way in which magic-users learn spells/use Read Magic/use scrolls/research is different as well, with the Mentzer version being more like AD&D, and M/C being more restrictive on learning, but less restrictive on researching. However, the main difference is in the presentation. M/C is more straight forward. Mentzer is more of a tutorial. For that reason, experienced gamers would probably like M/C better, and those who've never gamed before would like Mentzer better. Obviously, when you add on the high level and optional stuff from the Companion and Master sets or the RC, the Mentzer rules take on an added dimension. Personally, I've found limited use for this stuff, but it does give you more options to add to your game, and they are quite easy to add into the M/C rules. I use the Moldvay/Cook rules as the base, and then use the RC as a reference. R.A. [/QUOTE]
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