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The Good, the Bad, and the Ugly - about every edition of D&D
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<blockquote data-quote="Lancelot" data-source="post: 5024977" data-attributes="member: 30022"><p>All opinions expressed below are simply... opinions.</p><p></p><p>OD&D</p><p></p><ul> <li data-xf-list-type="ul"><strong>Good: </strong>The foundation on which everything in the future was based. Set the ground rules for "What is D&D?". Has a certain Old School charm in the way in which it is presented. System simplicity.</li> <li data-xf-list-type="ul"><strong>Bad:</strong> Unbalanced, incomplete (without heavy DM caveat), doesn't have the weight of history and "fluff" that built up over future editions.</li> <li data-xf-list-type="ul"><strong>Ugly: </strong>Still quite rooted in the tabletop wargaming origins of the system, leading to some odd/quirky rules. However, as we all know, it is the One True Edition, and All Other Editions are... well, you know the rest.</li> </ul><p>BECMI</p><p></p><ul> <li data-xf-list-type="ul"><strong>Good:</strong> The most complete edition of D&D ever released. A complex system of weapon mastery, non-weapon skills, detailed rules for building castles, running dominions, mass combat and siege rules... Seriously, why could <em><strong>no other edition</strong></em> provide such elegant rules for truly epic gaming (dominions, armies)? Rules Cyclopedia is generally regarded as the <em><strong>single </strong></em>best book ever released for D&D. Lightweight introductory system for new players (arguably, the best intro system for new players of any version). Iconic modules (B2, B3, B4, X1). Classic artwork (Erol Otus, Larry Elmore, etc).</li> <li data-xf-list-type="ul"><strong>Bad:</strong> Lacks "rules mastery" elements of more complex systems. Campaign world (...much as I love Mystara) could be accused of being a patchwork quilt of crazy.</li> <li data-xf-list-type="ul"><strong>Ugly:</strong> ...hmmm, tricky. The first release of the Immortals rules was unbalanced and nigh-unusable. Second release [Wrath of the Immortals] was slightly better, but it was still difficult to play or DM a god. But really, I'm stretching here. BECMI was teh Awesome.</li> </ul><p>AD&D 1e</p><p></p><ul> <li data-xf-list-type="ul"><strong>Good: </strong>Some of the best and most imaginative books written. The DMG, Fiend Folio and Monster Manual remain a genuine pleasure to read. Classic modules (GDQ, A1-4, I1, etc). The core fluff of the setting was established (drow, vecna, tharizdun, lolth, outer planes, etc, etc). Greyhawk campaign setting in all it's raw glory, before revision-ism created the <em><strong>true </strong></em>Greyhawk Wars (grognard vs grognard). The Golden Age of Dragon and Dungeon magazines.</li> <li data-xf-list-type="ul"><strong>Bad: </strong>Not as "balanced" [whatever that means] as BECMI. Game became unwieldy past 11th level. Some bad rules that should have been ditched or redesigned (speed factors, psionics, etc).</li> <li data-xf-list-type="ul"><strong>Ugly:</strong> Total mismatch in PC experience at different levels. Fighters rule the lower levels, wizards rule the higher levels. PCs are arguably too fragile (many spells/poisons/etc which are "save or die", and some which are "no save; you die"</li> </ul><p>AD&D 2e</p><p></p><ul> <li data-xf-list-type="ul"><strong>Good:</strong> Outstanding campaign worlds. The high-point in fluff design. Planescape, Dark Sun, Spelljammer, Birthright, Al-Qadim, Ravenloft and more. Top quality box sets with many fascinating "fiddly bits".</li> <li data-xf-list-type="ul"><strong>Bad: </strong>Nearly everything else. Not enough changed from 1e, so it inherited all of the weaknesses of the previous version, while adding some unique weaknesses all of its own. Political meddling at TSR. The neutering of demons, devils and daemons (...sorry: tanar'ri, baatezu, yugoloths). Dragon and Dungeon magazines were 75% pointless filler.</li> <li data-xf-list-type="ul"><strong>Ugly:</strong> Splatbook explosion. More supplements than you could shake a 10' pole at, and some of these supplements "broke the rules". Diffusion of the brand, to the point that players started losing the "common play experience". Nobody could point to a single module (like B2 or X1) and say: "Yeah, I played that too... it was great!".</li> </ul><p>D&D 3.x</p><p></p><ul> <li data-xf-list-type="ul"><strong>Good:</strong> The first edition since OD&D to have the courage to slaughter some sacred cows. The first attempt at designing a truly balanced system. A consistent simulationist attempt to build a set of rules that could be applied to every aspect of the game (e.g. monsters behave under the same expectation as characters). A return to demons and devils. Refocusing the corporate line into a single core world. Paizo, and everything Paizo added to the fluff (Age of Worms, Savage Tide, etc). The Silver Age of Dragon and Dungeon magazines. One of the best takes on multiclassing yet, allowing incredible customization of PCs. Forgotten Realms Campaign Guide is one of the best hardbacks yet released. The OGL, in all it's glory, including a wealth of quality material from 3rd party publishers.</li> <li data-xf-list-type="ul"><strong>Bad: </strong>Too much detail. Although (arguably) one of the best editions to be a player, it's also one of the worst editions to be a DM. Biggest stat blocks, needless minutae. Despite the changes, the "best window" for adventuring remains 4th-9th level. Epic is broken, and characters are still too fragile at low levels. Few truly memorable 3e modules (compared to 1e / BECMI).</li> <li data-xf-list-type="ul"><strong>Ugly:</strong> Splatbook madness continues, and the potential for broken-ness reaches the high water mark. 1e and 2e at least benefited from a lack of instant info-sharing, but the combination of 3e and Internet results in some horrific builds. The OGL, in all it's "glory", including a "wealth" of poorly-written, unbalanced, poorly-edited crap from 3rd party publishers.</li> </ul><p>D&D 4e</p><p></p><ul> <li data-xf-list-type="ul"><strong>Good:</strong> The most balanced edition of D&D yet released. Amazing DM support, in terms of design elements and tools. A much-needed move back towards system simplicity. A recognition that times have changed, and that the game must evolve or die. Best tactical combat rules so far. The first legitimate <em><strong>codified </strong></em>framework for non-combat challenges in D&D (i.e. other than simply DM fiat, pure roleplaying, or the "Diplomacy Table" in 3e). Finally, an edition where PCs don't die in a stiff breeze at 1st level... and can be rolled up in under 30 minutes at 28th level. Removed most of the "save or die" fun-killers.</li> <li data-xf-list-type="ul"><strong>Bad:</strong> Lackluster and generic fluff. Some head-scratching changes to established D&D conventions. A massive down-powering for spellcasters; possibly too much so. Poor marketing, especially to old-school gamers. Strange monster balance; monsters should arguably hit less often, do more damage, and have less HP (this would quicken combat speed, without the outright lethality of previous versions).</li> <li data-xf-list-type="ul"><strong>Ugly: </strong>Terrible handling of 3rd party providers, forcing some of the best designers in the business to create material for other systems/editions.</li> </ul></blockquote><p></p>
[QUOTE="Lancelot, post: 5024977, member: 30022"] All opinions expressed below are simply... opinions. OD&D [LIST] [*][B]Good: [/B]The foundation on which everything in the future was based. Set the ground rules for "What is D&D?". Has a certain Old School charm in the way in which it is presented. System simplicity. [*][B]Bad:[/B] Unbalanced, incomplete (without heavy DM caveat), doesn't have the weight of history and "fluff" that built up over future editions. [*][B]Ugly: [/B]Still quite rooted in the tabletop wargaming origins of the system, leading to some odd/quirky rules. However, as we all know, it is the One True Edition, and All Other Editions are... well, you know the rest. [/LIST] BECMI [LIST] [*][B]Good:[/B] The most complete edition of D&D ever released. A complex system of weapon mastery, non-weapon skills, detailed rules for building castles, running dominions, mass combat and siege rules... Seriously, why could [I][B]no other edition[/B][/I] provide such elegant rules for truly epic gaming (dominions, armies)? Rules Cyclopedia is generally regarded as the [I][B]single [/B][/I]best book ever released for D&D. Lightweight introductory system for new players (arguably, the best intro system for new players of any version). Iconic modules (B2, B3, B4, X1). Classic artwork (Erol Otus, Larry Elmore, etc). [*][B]Bad:[/B] Lacks "rules mastery" elements of more complex systems. Campaign world (...much as I love Mystara) could be accused of being a patchwork quilt of crazy. [*][B]Ugly:[/B] ...hmmm, tricky. The first release of the Immortals rules was unbalanced and nigh-unusable. Second release [Wrath of the Immortals] was slightly better, but it was still difficult to play or DM a god. But really, I'm stretching here. BECMI was teh Awesome. [/LIST] AD&D 1e [LIST] [*][B]Good: [/B]Some of the best and most imaginative books written. The DMG, Fiend Folio and Monster Manual remain a genuine pleasure to read. Classic modules (GDQ, A1-4, I1, etc). The core fluff of the setting was established (drow, vecna, tharizdun, lolth, outer planes, etc, etc). Greyhawk campaign setting in all it's raw glory, before revision-ism created the [I][B]true [/B][/I]Greyhawk Wars (grognard vs grognard). The Golden Age of Dragon and Dungeon magazines. [*][B]Bad: [/B]Not as "balanced" [whatever that means] as BECMI. Game became unwieldy past 11th level. Some bad rules that should have been ditched or redesigned (speed factors, psionics, etc). [*][B]Ugly:[/B] Total mismatch in PC experience at different levels. Fighters rule the lower levels, wizards rule the higher levels. PCs are arguably too fragile (many spells/poisons/etc which are "save or die", and some which are "no save; you die" [/LIST] AD&D 2e [LIST] [*][B]Good:[/B] Outstanding campaign worlds. The high-point in fluff design. Planescape, Dark Sun, Spelljammer, Birthright, Al-Qadim, Ravenloft and more. Top quality box sets with many fascinating "fiddly bits". [*][B]Bad: [/B]Nearly everything else. Not enough changed from 1e, so it inherited all of the weaknesses of the previous version, while adding some unique weaknesses all of its own. Political meddling at TSR. The neutering of demons, devils and daemons (...sorry: tanar'ri, baatezu, yugoloths). Dragon and Dungeon magazines were 75% pointless filler. [*][B]Ugly:[/B] Splatbook explosion. More supplements than you could shake a 10' pole at, and some of these supplements "broke the rules". Diffusion of the brand, to the point that players started losing the "common play experience". Nobody could point to a single module (like B2 or X1) and say: "Yeah, I played that too... it was great!". [/LIST] D&D 3.x [LIST] [*][B]Good:[/B] The first edition since OD&D to have the courage to slaughter some sacred cows. The first attempt at designing a truly balanced system. A consistent simulationist attempt to build a set of rules that could be applied to every aspect of the game (e.g. monsters behave under the same expectation as characters). A return to demons and devils. Refocusing the corporate line into a single core world. Paizo, and everything Paizo added to the fluff (Age of Worms, Savage Tide, etc). The Silver Age of Dragon and Dungeon magazines. One of the best takes on multiclassing yet, allowing incredible customization of PCs. Forgotten Realms Campaign Guide is one of the best hardbacks yet released. The OGL, in all it's glory, including a wealth of quality material from 3rd party publishers. [*][B]Bad: [/B]Too much detail. Although (arguably) one of the best editions to be a player, it's also one of the worst editions to be a DM. Biggest stat blocks, needless minutae. Despite the changes, the "best window" for adventuring remains 4th-9th level. Epic is broken, and characters are still too fragile at low levels. Few truly memorable 3e modules (compared to 1e / BECMI). [*][B]Ugly:[/B] Splatbook madness continues, and the potential for broken-ness reaches the high water mark. 1e and 2e at least benefited from a lack of instant info-sharing, but the combination of 3e and Internet results in some horrific builds. The OGL, in all it's "glory", including a "wealth" of poorly-written, unbalanced, poorly-edited crap from 3rd party publishers. [/LIST] D&D 4e [LIST] [*][B]Good:[/B] The most balanced edition of D&D yet released. Amazing DM support, in terms of design elements and tools. A much-needed move back towards system simplicity. A recognition that times have changed, and that the game must evolve or die. Best tactical combat rules so far. The first legitimate [I][B]codified [/B][/I]framework for non-combat challenges in D&D (i.e. other than simply DM fiat, pure roleplaying, or the "Diplomacy Table" in 3e). Finally, an edition where PCs don't die in a stiff breeze at 1st level... and can be rolled up in under 30 minutes at 28th level. Removed most of the "save or die" fun-killers. [*][B]Bad:[/B] Lackluster and generic fluff. Some head-scratching changes to established D&D conventions. A massive down-powering for spellcasters; possibly too much so. Poor marketing, especially to old-school gamers. Strange monster balance; monsters should arguably hit less often, do more damage, and have less HP (this would quicken combat speed, without the outright lethality of previous versions). [*][B]Ugly: [/B]Terrible handling of 3rd party providers, forcing some of the best designers in the business to create material for other systems/editions. [/LIST] [/QUOTE]
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