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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The reasons to keep the rules 1e
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<blockquote data-quote="Macbrea" data-source="post: 2630535" data-attributes="member: 1517"><p>There is only a few reasons to keep 1e over 3e in my opinion.</p><p></p><p>1) you have old modules you would like to run the party through, and would like to run them in such a manner you don't feel like your people are superheros.</p><p>2) you are stuck in the late 70's and early 80's</p><p>3) your group has a long running campaign that would be seriously effected by converting to another system. </p><p>4) you don't wish for quite as fast of advancement system</p><p></p><p>I should first state that I started playing D&D with the blue lined box edition. That would be the set after edritch wizardry but before the blue and red boxes. The year for that is '77 or '78. I transitioned to 1e when it became available and I could afford the books. As the years went on I bought 2e and 3ed and most recently 3.5e. The game industry exists because we put money into it. Sticking with an old system just because is a perfectly good reason to do it. But don't expect alot of support for it.</p><p></p><p>Given that bit of information some of the issues I mentioned on the top can be fixed with the move to 3.5e. You could reduce the exp gain to 1/10th the normal amount and get the same advancement feel as 1e. You could choose not to enter the wilds for more then a couple of random encounters, making everything a continous dungeon adventure. Heck, you could simple run an underdark campaign like G1-G3, D1-D3, Q1. Without ever letting your characters see the light of day. There isn't any reason the game must be run with minatures, but that was the way it was originally designed. </p><p></p><p>We used minis in the 70's same as we use them today. We just didn't have as strict of rules to state what happened when the rogue attempted to roll past the troll and down the well. The new game can be degrade to a tactical tabletop game, but that is the fault of the DM. If it isn't done descriptively then the DM needs to step back and ask themselves what they are doing wrong. </p><p></p><p>The game system doesn't make the game... the players and gamemasters do.</p></blockquote><p></p>
[QUOTE="Macbrea, post: 2630535, member: 1517"] There is only a few reasons to keep 1e over 3e in my opinion. 1) you have old modules you would like to run the party through, and would like to run them in such a manner you don't feel like your people are superheros. 2) you are stuck in the late 70's and early 80's 3) your group has a long running campaign that would be seriously effected by converting to another system. 4) you don't wish for quite as fast of advancement system I should first state that I started playing D&D with the blue lined box edition. That would be the set after edritch wizardry but before the blue and red boxes. The year for that is '77 or '78. I transitioned to 1e when it became available and I could afford the books. As the years went on I bought 2e and 3ed and most recently 3.5e. The game industry exists because we put money into it. Sticking with an old system just because is a perfectly good reason to do it. But don't expect alot of support for it. Given that bit of information some of the issues I mentioned on the top can be fixed with the move to 3.5e. You could reduce the exp gain to 1/10th the normal amount and get the same advancement feel as 1e. You could choose not to enter the wilds for more then a couple of random encounters, making everything a continous dungeon adventure. Heck, you could simple run an underdark campaign like G1-G3, D1-D3, Q1. Without ever letting your characters see the light of day. There isn't any reason the game must be run with minatures, but that was the way it was originally designed. We used minis in the 70's same as we use them today. We just didn't have as strict of rules to state what happened when the rogue attempted to roll past the troll and down the well. The new game can be degrade to a tactical tabletop game, but that is the fault of the DM. If it isn't done descriptively then the DM needs to step back and ask themselves what they are doing wrong. The game system doesn't make the game... the players and gamemasters do. [/QUOTE]
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The reasons to keep the rules 1e
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