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*Pathfinder & Starfinder
Recently bought 5.0, being drawn to 1981 Moldvay Basic
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<blockquote data-quote="amerigoV" data-source="post: 6624297"><p>A couple of months ago the <a href="http://www.dndclassics.com/product/17171/DD-Rules-Cyclopedia-Basic?it=1" target="_blank">D&D Rules Cyclopedia</a> pdf was on sale for $5 and I decided it would be good to have in the collection. I always had the sneaking suspicion I was missing out on something all those years I was playing AD&D (or our homebrew system). After reading through it my suspicions were confirmed. </p><p></p><p>It has: <ul> <li data-xf-list-type="ul"> Full progression up to level 36 and guidelines on becoming an Immortal</li> <li data-xf-list-type="ul"> Alternative classes</li> <li data-xf-list-type="ul"> Strongholds</li> <li data-xf-list-type="ul"> Dominion management</li> <li data-xf-list-type="ul"> Abstract Mass combat/siege rules</li> <li data-xf-list-type="ul"> Monsters, Monsters, Monsters</li> <li data-xf-list-type="ul"> Map and overview of Mystara/Known World/Hollow World</li> <li data-xf-list-type="ul"> And plenty more</li> </ul><p></p><p>I was kinda floored by all that was in there - its the only truly complete official D&D game that I have seen in one place! I even rationalized the "race as a class" concept after getting excited about what I was reading. I printed it out and have it in a nice binder mixed in with my Savage Worlds stuff. If I ever come across a reasonably priced physical copy I plan to snag it.</p><p></p><p>Although I am a Savage Worlds guy through and through - if someone said "lets play some D&D" I would push for this as the basis. I think the only changes I would make is (1) grab the Advantage/Disadvantage from 5e (gets rid of all the niggling modifiers in combat) and (2) grab the rule from 3e where clerics can channel healing spells in place of their selected spells.</p><p></p><p>So that has me checking out Mystara a bit. There is another thing I was missing out on...</p><p></p><p>A GM should always run what they find inspirational. So I say go with your gut if your feeling the pull!</p></blockquote><p></p>
[QUOTE="amerigoV, post: 6624297"] A couple of months ago the [url=http://www.dndclassics.com/product/17171/DD-Rules-Cyclopedia-Basic?it=1]D&D Rules Cyclopedia[/url] pdf was on sale for $5 and I decided it would be good to have in the collection. I always had the sneaking suspicion I was missing out on something all those years I was playing AD&D (or our homebrew system). After reading through it my suspicions were confirmed. It has: [list] [*] Full progression up to level 36 and guidelines on becoming an Immortal [*] Alternative classes [*] Strongholds [*] Dominion management [*] Abstract Mass combat/siege rules [*] Monsters, Monsters, Monsters [*] Map and overview of Mystara/Known World/Hollow World [*] And plenty more [/list] I was kinda floored by all that was in there - its the only truly complete official D&D game that I have seen in one place! I even rationalized the "race as a class" concept after getting excited about what I was reading. I printed it out and have it in a nice binder mixed in with my Savage Worlds stuff. If I ever come across a reasonably priced physical copy I plan to snag it. Although I am a Savage Worlds guy through and through - if someone said "lets play some D&D" I would push for this as the basis. I think the only changes I would make is (1) grab the Advantage/Disadvantage from 5e (gets rid of all the niggling modifiers in combat) and (2) grab the rule from 3e where clerics can channel healing spells in place of their selected spells. So that has me checking out Mystara a bit. There is another thing I was missing out on... A GM should always run what they find inspirational. So I say go with your gut if your feeling the pull! [/QUOTE]
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Recently bought 5.0, being drawn to 1981 Moldvay Basic
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