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<blockquote data-quote="ruleslawyer" data-source="post: 3897082" data-attributes="member: 1757"><p>The entire "Adventure Path" starting with CM1 <em>Test of the Warlords</em> *rocks.*</p><p></p><p>IMO, B/E/C/M/I D&D (or RC D&D) is the only version of D&D that comfortably accommodates play at all levels with relatively little DM tweaking. Part of this is that the shifts in playstyle are made explicit (you stick to dungeoneering at 1st level, go to more open-ended wilderness adventuring at 4th level, move to domain-building at 15th level, and go on to planar adventuring and world(s)-conquering at 26th level, thence to immortality). Part of it is that the power curve is vastly flatter than (A)D&D's. </p><p></p><p>That said, the rules could use a little polish and rewriting. While a little less guideline-y than OD&D rules, they are nonetheless pretty free-form and can be polished. I'd do the following:</p><p></p><p>1) Switch to-hit tables to attack bonuses and AC from 0 to 30 rather than 10 to -20. This is easy enough to do, and gets you the "d20 roll high." (Saves are roll high. This all switches around at Immortal levels, but I doubt you're worried about that!)</p><p></p><p>2) Either ditch the tacked-on nonweapon proficiency system entirely or add in a SAGA-style level-based skills approach.</p><p></p><p>3) I'd start PCs at 3rd level, but that's just me; IMO, the "sweet spot" for RC D&D is levels 3 through Immortality. 1st and 2nd are the problematic ones due to highly limited PC abilities and ease of dying.</p><p></p><p>4) Rewrite the demihuman levels from 1-36, or some extended subset thereof, rather than using the "Attack Rank" system, which IMHO is a useless add-on. I'd just literally replace attack ranks A-M with levels 9-21 (for halflings), 11-23 (for elves), and 13-25 (for dwarves). </p><p></p><p>Regardless, the system does not handle PCs of different levels well any more than any other edition of D&D.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 3897082, member: 1757"] The entire "Adventure Path" starting with CM1 [i]Test of the Warlords[/i] *rocks.* IMO, B/E/C/M/I D&D (or RC D&D) is the only version of D&D that comfortably accommodates play at all levels with relatively little DM tweaking. Part of this is that the shifts in playstyle are made explicit (you stick to dungeoneering at 1st level, go to more open-ended wilderness adventuring at 4th level, move to domain-building at 15th level, and go on to planar adventuring and world(s)-conquering at 26th level, thence to immortality). Part of it is that the power curve is vastly flatter than (A)D&D's. That said, the rules could use a little polish and rewriting. While a little less guideline-y than OD&D rules, they are nonetheless pretty free-form and can be polished. I'd do the following: 1) Switch to-hit tables to attack bonuses and AC from 0 to 30 rather than 10 to -20. This is easy enough to do, and gets you the "d20 roll high." (Saves are roll high. This all switches around at Immortal levels, but I doubt you're worried about that!) 2) Either ditch the tacked-on nonweapon proficiency system entirely or add in a SAGA-style level-based skills approach. 3) I'd start PCs at 3rd level, but that's just me; IMO, the "sweet spot" for RC D&D is levels 3 through Immortality. 1st and 2nd are the problematic ones due to highly limited PC abilities and ease of dying. 4) Rewrite the demihuman levels from 1-36, or some extended subset thereof, rather than using the "Attack Rank" system, which IMHO is a useless add-on. I'd just literally replace attack ranks A-M with levels 9-21 (for halflings), 11-23 (for elves), and 13-25 (for dwarves). Regardless, the system does not handle PCs of different levels well any more than any other edition of D&D. [/QUOTE]
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