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The Rules Cyclopedia - Unlearning Dnd Preconceptions from a 3e player
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<blockquote data-quote="pming" data-source="post: 8201036" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>Nice to see someone find the sheer genius of the old "Basic D&D Rules".</p><p></p><p>As [USER=8461]@Alzrius[/USER] mentioned, the Rules Cyclopedia was from the "BECMI" '5-box set'.</p><p></p><p>If you want an AMAZING retro-clone of it... Dark Dungeons. Absolutely phenomenal retro-clone of the RC! I liked it so much I bought 7 softback PoD's and one deluxe colour hardback. I gave each of my 6 player one of the softbacks. We played it for about a year. And still do, although we use our original BECMI and RC books at that table too, as the rules are almost all exactly the same.</p><p></p><p>You can get the PDF's free, and I THINK you can still get the PoD's off of LuLu.com.</p><p></p><p></p><p>Yes. Pretty much. We did the same thing and assumed the same thing, but we sort of emphesized the "Likes structure, laws, hierarchy and group orientation" for Law and the "Likes randomness, ultimate choice, individuality and unexpected things". In short, and in a 'story context', "Law is generally the good guys, and Chaos is generally the guys you don't like or trust".</p><p></p><p></p><p>I've always assumed that when you are "speaking your alignment", you are still speaking a specific language...but you are using certain terms, colloquialisms, connotations, references, hand gestures, facial expressions, etc as you are doing it.</p><p></p><p>So...</p><p><strong>Law</strong>: "That is great! [leans forward a bit and smiles, opening arms wide] Quite the accomplishment [nods head], we would say! How refreshing for such an edict to be orchestrated! [leans back while placing both palms on the table]"</p><p></p><p><strong>Chaos</strong>: "That is effing great! [sits up straight] Very nice! [cocks head sideways with a single raised eyebrow] <em>You </em>pulled it off [points finger], I'd say! How satisfying to see someone make a good decision... for once...! [narrows brow a bit and slightly leans forward, placing one hand under the table and one above]".</p><p></p><p>That's how I run it.</p><p></p><p>When hitting 9th, it was actually expected for the PC to make a "decision" to either keep on keeping on as an adventure (re: wanderer), or to settle in an area and become a leader (re: a ruler of a domain). Each 'path' had plusses and minuses, and the Dominion section has all that information for building whatever the class can 'do' at that level (re: Fighters build a keep, Magic-Users can build a Tower, Thieves can build/obtain a Hidehout/Guild, etc). Great stuff all around!</p><p></p><p>Oh, and the "Warmachine" rules for mass combat? GENIUS! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Fun fact...the Mystic (and the Assassin... Headhunter) were originally just "monsters" in the... Companion book? Yeah, I think that was it. It wasn't until the RC when they were added as 'playable classes'. In other words, if you find the BECMI box sets, you will not see them as playable Classes or Players.</p><p></p><p></p><p>Agreed! LOVE this concept and think it makes for a great feel. Because the Cleric prays for his/her spells and their Patron Immortal grants them...or chooses for them. The deliberate choice of the Cleric to 'cast the spell in reverse' is, effectively, the Cleric saying "Well, yeah, God/dess, I get that you gave me Cure Light Wounds...but I REALLY want to see this murderous pedophile suffer! <em>Cause Light Wounds</em>!". Think of it like a Cleric willfully choosing to 'blaspheme'. It's one of those little "connections" between the Player and the idea of his Cleric/Clerics Deity. It reinforces that Roleplaying aspect of the Class instead of simply neutering it under the guise of 'it's in the rules, so I can do it'.</p><p></p><p></p><p>Interesting fact...when I first picked up the 5e Starter Set when it was released, my thought on how they handled/explained Skills, had me immediately thinking "Oh, so kinda like BECMI's Skills....cool". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The "skills" are actually more of an "Ability Check with specific knowledge/application. The BECMI/RC skills are each under an Ability. That Ability is what you need to roll equal or under to succeed. It was easy enough to sub-out an Ability for another when attempting some 'Skill'. For example, I've had Players use Int in stead of Str when trying to force open some unusually shaped and weighted door ("correct application of force in a specific location and direction", in stead of "just smash it!").</p><p></p><p></p><p>Yup. In fact, I STILL use these BECMI rules for virtually all my fantasy RPG'ing.... D&D flavour or not. They are quick, simple, and open to interpretation; thus allowing me to "go with the flow" of the game to make believable monster/NPC choices.</p><p>Another GENIUS rule! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>...and Melee further down to 1-handed vs 2-handed; 2-handed weapons, like the Battle Axe, Two-Handed Sword, Pole-Arms always go last! (unless you're fighting Zombies, iirc).</p><p></p><p>BECMI/RC is, imnsho, the most perfect fantasy RPG ever created. Period. No other RPG has such a perfect balance of "stuff" that is used throughout. There's a reason why BX/BECMI/RC has been in my top 3 favourite game systems over these 40'ish years of my RPG'ing career.</p><p></p><p>Enjoy your new found joy, likely for decades to come! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8201036, member: 45197"] Hiya! Nice to see someone find the sheer genius of the old "Basic D&D Rules". As [USER=8461]@Alzrius[/USER] mentioned, the Rules Cyclopedia was from the "BECMI" '5-box set'. If you want an AMAZING retro-clone of it... Dark Dungeons. Absolutely phenomenal retro-clone of the RC! I liked it so much I bought 7 softback PoD's and one deluxe colour hardback. I gave each of my 6 player one of the softbacks. We played it for about a year. And still do, although we use our original BECMI and RC books at that table too, as the rules are almost all exactly the same. You can get the PDF's free, and I THINK you can still get the PoD's off of LuLu.com. Yes. Pretty much. We did the same thing and assumed the same thing, but we sort of emphesized the "Likes structure, laws, hierarchy and group orientation" for Law and the "Likes randomness, ultimate choice, individuality and unexpected things". In short, and in a 'story context', "Law is generally the good guys, and Chaos is generally the guys you don't like or trust". I've always assumed that when you are "speaking your alignment", you are still speaking a specific language...but you are using certain terms, colloquialisms, connotations, references, hand gestures, facial expressions, etc as you are doing it. So... [B]Law[/B]: "That is great! [leans forward a bit and smiles, opening arms wide] Quite the accomplishment [nods head], we would say! How refreshing for such an edict to be orchestrated! [leans back while placing both palms on the table]" [B]Chaos[/B]: "That is effing great! [sits up straight] Very nice! [cocks head sideways with a single raised eyebrow] [I]You [/I]pulled it off [points finger], I'd say! How satisfying to see someone make a good decision... for once...! [narrows brow a bit and slightly leans forward, placing one hand under the table and one above]". That's how I run it. When hitting 9th, it was actually expected for the PC to make a "decision" to either keep on keeping on as an adventure (re: wanderer), or to settle in an area and become a leader (re: a ruler of a domain). Each 'path' had plusses and minuses, and the Dominion section has all that information for building whatever the class can 'do' at that level (re: Fighters build a keep, Magic-Users can build a Tower, Thieves can build/obtain a Hidehout/Guild, etc). Great stuff all around! Oh, and the "Warmachine" rules for mass combat? GENIUS! :) Fun fact...the Mystic (and the Assassin... Headhunter) were originally just "monsters" in the... Companion book? Yeah, I think that was it. It wasn't until the RC when they were added as 'playable classes'. In other words, if you find the BECMI box sets, you will not see them as playable Classes or Players. Agreed! LOVE this concept and think it makes for a great feel. Because the Cleric prays for his/her spells and their Patron Immortal grants them...or chooses for them. The deliberate choice of the Cleric to 'cast the spell in reverse' is, effectively, the Cleric saying "Well, yeah, God/dess, I get that you gave me Cure Light Wounds...but I REALLY want to see this murderous pedophile suffer! [I]Cause Light Wounds[/I]!". Think of it like a Cleric willfully choosing to 'blaspheme'. It's one of those little "connections" between the Player and the idea of his Cleric/Clerics Deity. It reinforces that Roleplaying aspect of the Class instead of simply neutering it under the guise of 'it's in the rules, so I can do it'. Interesting fact...when I first picked up the 5e Starter Set when it was released, my thought on how they handled/explained Skills, had me immediately thinking "Oh, so kinda like BECMI's Skills....cool". :) The "skills" are actually more of an "Ability Check with specific knowledge/application. The BECMI/RC skills are each under an Ability. That Ability is what you need to roll equal or under to succeed. It was easy enough to sub-out an Ability for another when attempting some 'Skill'. For example, I've had Players use Int in stead of Str when trying to force open some unusually shaped and weighted door ("correct application of force in a specific location and direction", in stead of "just smash it!"). Yup. In fact, I STILL use these BECMI rules for virtually all my fantasy RPG'ing.... D&D flavour or not. They are quick, simple, and open to interpretation; thus allowing me to "go with the flow" of the game to make believable monster/NPC choices. Another GENIUS rule! :) ...and Melee further down to 1-handed vs 2-handed; 2-handed weapons, like the Battle Axe, Two-Handed Sword, Pole-Arms always go last! (unless you're fighting Zombies, iirc). BECMI/RC is, imnsho, the most perfect fantasy RPG ever created. Period. No other RPG has such a perfect balance of "stuff" that is used throughout. There's a reason why BX/BECMI/RC has been in my top 3 favourite game systems over these 40'ish years of my RPG'ing career. Enjoy your new found joy, likely for decades to come! :D ^_^ Paul L. Ming [/QUOTE]
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