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General Tabletop Discussion
D&D Older Editions
So where did Basic D&D end up?
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<blockquote data-quote="Jer" data-source="post: 7638865" data-attributes="member: 19857"><p>Yeah - the Companion Set added all of those except the last (which came in in the Master Set). But the Druid was more like a "prestige class" - at or after level 9 your Cleric could choose to be a Druid (if Neutral). The Knight, Avenger and Paladin were more like Fighter subclasses that you picked at level 9 - you could choose to just take the benefits of a 9th level fighter from the Expert set (get some land, raise a castle, etc.) or you could be a "traveling fighter" and swear allegiance to an alignment philosophy (Paladin, Avenger) or a lord (Knight) and gain a bunch of benefits and new restrictions. It was an interesting setup.</p><p></p><p></p><p></p><p>There were so many more - the gazetteer series loved to introduce new variant classes. There was a Merchant class in the Darokin GAZ, and in the Dawn of the Emperor's boxed set there was a "Forrester" class that was for humans who studied under the elves (basically giving them Elf progression as humans - a way to be a fighter/magic-user that wasn't an Elf, or alternatively a way to get something like a Ranger in BECMI) and a "Rake" class that was a Thief variant - more of a swashbuckling burglar than a backstabber.</p><p></p><p>GAZ 10 was about a nation of monsters, and it introduced what was basically a variant fighter class for every major humanoid race (goblins, hobgoblins, orcs, ogres, bugbears, kobolds and even trolls) along with a system for creating your own progressions for other monster races if you wanted. They also added a set of rules for modifying the progression for a clerical or magic-user version of the classes (kind of like an Elf in that they kept the fighter progression of the base class but also gained some limited spellcasting abilities ). GAZ 10 was a supplement that really played with the assumptions of D&D.</p><p></p><p>Then there was the PC series. The PC supplements were all about playing with the assumptions of the game like GAZ10 did, but dialed up to 11. They exploded the number of monster races - one entire supplement of were-creatures, another of undersea creatures, another of fairy creatures, and one of a collection arranged on the theme of "flying creatures" that also included the first playable gnome class in BECMI D&D (a tinker gnome of course - at the time the Dragonlance archetype for gnomes was firmly embedded). A few dozen different classes came from that.</p><p></p><p>And that's not all of them - I found <a href="http://pandius.com/becmicls.html" target="_blank">this list at Pandius</a> that showed me a few that I'd forgotten even existed (like the Dervish and the various Ethengar specialized classes - a lot of them shouldn't have been necessary, and would have been kits in 2e, but BECMI wasn't set up with a framework for kits and so they just added new classes instead.)</p></blockquote><p></p>
[QUOTE="Jer, post: 7638865, member: 19857"] Yeah - the Companion Set added all of those except the last (which came in in the Master Set). But the Druid was more like a "prestige class" - at or after level 9 your Cleric could choose to be a Druid (if Neutral). The Knight, Avenger and Paladin were more like Fighter subclasses that you picked at level 9 - you could choose to just take the benefits of a 9th level fighter from the Expert set (get some land, raise a castle, etc.) or you could be a "traveling fighter" and swear allegiance to an alignment philosophy (Paladin, Avenger) or a lord (Knight) and gain a bunch of benefits and new restrictions. It was an interesting setup. There were so many more - the gazetteer series loved to introduce new variant classes. There was a Merchant class in the Darokin GAZ, and in the Dawn of the Emperor's boxed set there was a "Forrester" class that was for humans who studied under the elves (basically giving them Elf progression as humans - a way to be a fighter/magic-user that wasn't an Elf, or alternatively a way to get something like a Ranger in BECMI) and a "Rake" class that was a Thief variant - more of a swashbuckling burglar than a backstabber. GAZ 10 was about a nation of monsters, and it introduced what was basically a variant fighter class for every major humanoid race (goblins, hobgoblins, orcs, ogres, bugbears, kobolds and even trolls) along with a system for creating your own progressions for other monster races if you wanted. They also added a set of rules for modifying the progression for a clerical or magic-user version of the classes (kind of like an Elf in that they kept the fighter progression of the base class but also gained some limited spellcasting abilities ). GAZ 10 was a supplement that really played with the assumptions of D&D. Then there was the PC series. The PC supplements were all about playing with the assumptions of the game like GAZ10 did, but dialed up to 11. They exploded the number of monster races - one entire supplement of were-creatures, another of undersea creatures, another of fairy creatures, and one of a collection arranged on the theme of "flying creatures" that also included the first playable gnome class in BECMI D&D (a tinker gnome of course - at the time the Dragonlance archetype for gnomes was firmly embedded). A few dozen different classes came from that. And that's not all of them - I found [URL="http://pandius.com/becmicls.html"]this list at Pandius[/URL] that showed me a few that I'd forgotten even existed (like the Dervish and the various Ethengar specialized classes - a lot of them shouldn't have been necessary, and would have been kits in 2e, but BECMI wasn't set up with a framework for kits and so they just added new classes instead.) [/QUOTE]
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So where did Basic D&D end up?
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