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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Sing to me, O Muse, of BECMI!
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<blockquote data-quote="Enrico Poli1" data-source="post: 8938119" data-attributes="member: 6947027"><p>BECMI Ruleset:</p><ul> <li data-xf-list-type="ul">Much simpler compared to AD&D</li> <li data-xf-list-type="ul">At Companion level (15+) focuses on Dominions and War, offering simple and solid systems (possibly the best of any edition). Monsters and Magic Items are also a bit different at this point. For me, the Companion addition defines and distinguishes the edition.</li> <li data-xf-list-type="ul">At Master level (26+) focuses on attaining Immortality. After very solid BEC boxes, M is a weaker product, also not supported with interesting adventures.</li> <li data-xf-list-type="ul">Immortal rules are poorly written and unusable, even in their second incarnation.</li> </ul><p></p><p>KNOWN WORLD setting:</p><ul> <li data-xf-list-type="ul">"Kitchen Sink" done well. Highlights (in my opinion): Grand Duchy of Karameikos, Principalities of Glantri, Northern Reaches, Golden Khan of Ethengar, Shadow Elves, Hollow World</li> <li data-xf-list-type="ul">Setting is criss-crossed by several interesting metaplots (the Radiance, the legacy of Nithia, Thanatos ' and Atzanteotl's machinations etc).</li> </ul><p></p><p>ADVENTURES:</p><p>- Great adventures! Compatible with 5e. Highlights:</p><p>B: Keep on the Borderlands, Palace of the Silver Princess, Lost City, Horror on the Hill, Rahasia, Night's Dark Terror, The Eye of Traldar</p><p>E: Isle of Dread, Castle Amber, Master of Desert Nomads, Temple of Death, War Rafts of Kron, Red Arrow Black Shield</p><p>C: Test of the Warlords, Death's Ride, Sabre River</p><p></p><p>ART: Larry Elmore's art was perfect to change the feeling of the game from gritty sword-and-sorcery pulp to High Fantasy</p><p></p><p>All in all, BECMI is a fantastic iteration of the game, and even today is more playable then AD&D</p></blockquote><p></p>
[QUOTE="Enrico Poli1, post: 8938119, member: 6947027"] BECMI Ruleset: [LIST] [*]Much simpler compared to AD&D [*]At Companion level (15+) focuses on Dominions and War, offering simple and solid systems (possibly the best of any edition). Monsters and Magic Items are also a bit different at this point. For me, the Companion addition defines and distinguishes the edition. [*]At Master level (26+) focuses on attaining Immortality. After very solid BEC boxes, M is a weaker product, also not supported with interesting adventures. [*]Immortal rules are poorly written and unusable, even in their second incarnation. [/LIST] KNOWN WORLD setting: [LIST] [*]"Kitchen Sink" done well. Highlights (in my opinion): Grand Duchy of Karameikos, Principalities of Glantri, Northern Reaches, Golden Khan of Ethengar, Shadow Elves, Hollow World [*]Setting is criss-crossed by several interesting metaplots (the Radiance, the legacy of Nithia, Thanatos ' and Atzanteotl's machinations etc). [/LIST] ADVENTURES: - Great adventures! Compatible with 5e. Highlights: B: Keep on the Borderlands, Palace of the Silver Princess, Lost City, Horror on the Hill, Rahasia, Night's Dark Terror, The Eye of Traldar E: Isle of Dread, Castle Amber, Master of Desert Nomads, Temple of Death, War Rafts of Kron, Red Arrow Black Shield C: Test of the Warlords, Death's Ride, Sabre River ART: Larry Elmore's art was perfect to change the feeling of the game from gritty sword-and-sorcery pulp to High Fantasy All in all, BECMI is a fantastic iteration of the game, and even today is more playable then AD&D [/QUOTE]
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