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The Interoperability of OD&D, Basic, AD&D, and (kinda) 5e
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<blockquote data-quote="Voadam" data-source="post: 8040791" data-attributes="member: 2209"><p>The main differences were stats and classes so the player end. The DM material like modules and monsters were easily swappable.</p><p></p><p>B/X BECMI line had a range of stat modifiers that ran up to +3 bonuses and started at lower stats, while AD&D had a reverse bell curve of bonuses where a 14 might get you nothing but had the extremes of percentile strength giving significant damage modifiers from first level on.</p><p></p><p>AD&D after <a href="https://www.drivethrurpg.com/product/170096/Unearthed-Arcana-1e?affiliate_id=17596" target="_blank">Unearthed Arcana</a> also had weapon specialization giving more attack bonuses, damage, and attacks from first level, plus AD&D had some weird optional rules on two weapon fighting. AD&D also had a cool martial arts system from <a href="https://www.drivethrurpg.com/product/17334/Oriental-Adventures-1e?affiliate_id=17596" target="_blank">Oriental Adventures</a>.</p><p></p><p>Basic starting with the <a href="https://www.drivethrurpg.com/product/17167/DD-Master-Set-BECMI-ed-Basic?affiliate_id=17596" target="_blank">Master Set</a> in BECMI had weapon mastery.</p><p></p><p>Attack bonuses increased more for AD&D classes over levels.</p><p></p><p>Clerics in Basic only got spells starting at second level and did not get bonus spells for wisdom. AD&D ones had them from first level and got bonus ones for wisdom which represented a significant increase in magical healing at low levels.</p><p></p><p>Basic magic missiles, fireballs, and lightning bolts were not capped for damage so that was an increase over 2e D&D.</p><p></p><p>HD increased from OD&D to Basic to AD&D. In OD&D it was d6s mixed with some levels of +1 hp, in Basic it was from d4 to d8, in AD&D it was d4 to d12, with a bunch getting a die higher than in basic so an average of +1 per level increase. More characters got bonus hp from the Basic stats, though fighters could get more bonus ones on the reverse bell curve of AD&D.</p><p></p><p>On the monster end most stats were the same across editions. Dragons and giants got a significant HD boost going from 1e to 2e though and skeletons and zombies doubled in HD from OD&D's 1/2 and 1 HD to Basic and later editions' 1 and 2 HD. Shadows are not undead in Basic but are in AD&D. Magic resistance and psionics were something added in for AD&D. Basic monsters had a morale with some suggested rules for determining if they ran away or surrendered.</p><p></p><p>Initiative was different from Basic to 1e to 2e but were easily swappable.</p><p></p><p>I used B/X modules, monsters, and magic items in AD&D games without pause. I used the Moldvay Basic explanations of a lot of rules in AD&D regularly.</p><p></p><p>I played in an AD&D game that incorporated BECMI's weapon mastery.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8040791, member: 2209"] The main differences were stats and classes so the player end. The DM material like modules and monsters were easily swappable. B/X BECMI line had a range of stat modifiers that ran up to +3 bonuses and started at lower stats, while AD&D had a reverse bell curve of bonuses where a 14 might get you nothing but had the extremes of percentile strength giving significant damage modifiers from first level on. AD&D after [URL='https://www.drivethrurpg.com/product/170096/Unearthed-Arcana-1e?affiliate_id=17596']Unearthed Arcana[/URL] also had weapon specialization giving more attack bonuses, damage, and attacks from first level, plus AD&D had some weird optional rules on two weapon fighting. AD&D also had a cool martial arts system from [URL='https://www.drivethrurpg.com/product/17334/Oriental-Adventures-1e?affiliate_id=17596']Oriental Adventures[/URL]. Basic starting with the [URL='https://www.drivethrurpg.com/product/17167/DD-Master-Set-BECMI-ed-Basic?affiliate_id=17596']Master Set[/URL] in BECMI had weapon mastery. Attack bonuses increased more for AD&D classes over levels. Clerics in Basic only got spells starting at second level and did not get bonus spells for wisdom. AD&D ones had them from first level and got bonus ones for wisdom which represented a significant increase in magical healing at low levels. Basic magic missiles, fireballs, and lightning bolts were not capped for damage so that was an increase over 2e D&D. HD increased from OD&D to Basic to AD&D. In OD&D it was d6s mixed with some levels of +1 hp, in Basic it was from d4 to d8, in AD&D it was d4 to d12, with a bunch getting a die higher than in basic so an average of +1 per level increase. More characters got bonus hp from the Basic stats, though fighters could get more bonus ones on the reverse bell curve of AD&D. On the monster end most stats were the same across editions. Dragons and giants got a significant HD boost going from 1e to 2e though and skeletons and zombies doubled in HD from OD&D's 1/2 and 1 HD to Basic and later editions' 1 and 2 HD. Shadows are not undead in Basic but are in AD&D. Magic resistance and psionics were something added in for AD&D. Basic monsters had a morale with some suggested rules for determining if they ran away or surrendered. Initiative was different from Basic to 1e to 2e but were easily swappable. I used B/X modules, monsters, and magic items in AD&D games without pause. I used the Moldvay Basic explanations of a lot of rules in AD&D regularly. I played in an AD&D game that incorporated BECMI's weapon mastery. [/QUOTE]
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