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<blockquote data-quote="ExploderWizard" data-source="post: 4553119" data-attributes="member: 66434"><p><strong>OD&D:</strong> Disorganized rules and layout. The rules seem like rambling of very wild and exciting ideas that are thrown together in a way that says "we know what we mean"<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=":)" /> A republished version with editorial cleanups would be cool. </p><p> </p><p><strong>Moldvay Basic D&D:</strong> A great starter set for beginners but lacking a wide variety of options for experienced players. The modular nature of the rules makes it easy to add stuff but the disadvantage is that you have to......add stuff.</p><p> </p><p><strong>Mentzer Basic D&D:</strong> No huge changes from Moldvay other than organization of the rules up through expert level. The Companion rules really added a new dimension of play that detailed the "you get a keep" part of the game. The Master and Immortals sets were merely there for powergaming and didn't add anything very meaningful.</p><p> </p><p><strong>AD&D 1E:</strong> A return to disorganized and hard to find rules. Lots more options than Basic but many more restrictions. I know level limits are needed to balance front end loaded races but they were still a PITA.</p><p>Lots of obscure rules that went unused and usually not missed. Unarmed combat<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" />. </p><p> </p><p><strong>AD&D 2E: </strong>A bland version of 1E that took out the edgy and cool features while trying to appeal to a broader audience. Rules were better organized but finding things means little when there is no joy in the experience. </p><p> </p><p><strong>D&D 3E: </strong>Should have been named Rulesmaster. Too many fiddly rules for everything. The beginning of combat balance becoming the focus of the game. NPC creation is a nightmare. The beginning of the game serving the rules paradigm.</p><p> </p><p><strong>D&D 4E: </strong>More fiddly rules for combat than even 3E, though non-combat fiddly rules were toned way down. Combat balance IS the game. Rules no longer attempt to make sense or explain themselves as they relate to the game world. Too far of a return to the game's roots as a wargame.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4553119, member: 66434"] [B]OD&D:[/B] Disorganized rules and layout. The rules seem like rambling of very wild and exciting ideas that are thrown together in a way that says "we know what we mean":) A republished version with editorial cleanups would be cool. [B]Moldvay Basic D&D:[/B] A great starter set for beginners but lacking a wide variety of options for experienced players. The modular nature of the rules makes it easy to add stuff but the disadvantage is that you have to......add stuff. [B]Mentzer Basic D&D:[/B] No huge changes from Moldvay other than organization of the rules up through expert level. The Companion rules really added a new dimension of play that detailed the "you get a keep" part of the game. The Master and Immortals sets were merely there for powergaming and didn't add anything very meaningful. [B]AD&D 1E:[/B] A return to disorganized and hard to find rules. Lots more options than Basic but many more restrictions. I know level limits are needed to balance front end loaded races but they were still a PITA. Lots of obscure rules that went unused and usually not missed. Unarmed combat:eek:. [B]AD&D 2E: [/B]A bland version of 1E that took out the edgy and cool features while trying to appeal to a broader audience. Rules were better organized but finding things means little when there is no joy in the experience. [B]D&D 3E: [/B]Should have been named Rulesmaster. Too many fiddly rules for everything. The beginning of combat balance becoming the focus of the game. NPC creation is a nightmare. The beginning of the game serving the rules paradigm. [B]D&D 4E: [/B]More fiddly rules for combat than even 3E, though non-combat fiddly rules were toned way down. Combat balance IS the game. Rules no longer attempt to make sense or explain themselves as they relate to the game world. Too far of a return to the game's roots as a wargame. [/QUOTE]
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