OD&D (original boxed set)
* Three classes: Fighting-Man, Cleric and Magic-User
* Four Races: Human, Dwarf, Elf and Hobbit (Halfling)
* Three alignments: Lawful, Neutral, Chaotic
* Ability scores had very little effect. (bonus to XP earnt, Dex gave bonus to hit with missiles; Con gave bonus to HP).
* Hit points for everyone based on d6. (1st level Fighter had 1d6+1; a Lord had 9d6+3, etc).
* Combat damage is d6 for all creatures and weapons.
* Combat attack is d20, high is good - table-based, AC vs. character level
* Armour Class from 9 (no armour) to 2 (plate + shield)
* Saving throws are d20, high is good - table-based.
* Magic-Users: 1st through 6th level spells.
* Clerics: 1st through 5th level spells.
* Monster Hit Dice: d6
* XP tables differ for each class, and are exponential until "name" level.
* XP awards are 100 XP/monster Hit Dice.
Supplement I: Greyhawk
The first movement towards AD&D.
* Ability score bonuses expanded drastically; Exceptional strength added. Strength for opening doors - d6, low is good. Constitution for surviving resurration - d%, low is good.
* Hit points now use different dies (d4 for Wizards and Thieves, d6 for Clerics, d8 for Fighting Men)
* New classes: Paladin and Thief
* Thief abilities (e.g. Move Silently, Pick Pockets) are % based, low is good, except for hear noise (d6, low is good)
* Combat Damage different dice changed for different weapons (d4 dagger; d8 sword); also two damage codes: vs. Small/Medium and vs. Large
* Magic-Users gain 7th-9th level spells
* Clerics gain 6th-7th level spells
* Monster Hit Dice: d8
* Monster XP awards are based on table - Hit Dice base, plus special awards for special abilities.
* Very low level limits for demi-humans
Supplement II: Blackmoor
* New classes: Monk and Assassin
* Optional damage hit system
Supplement III: Eldritch Wizardry
* Psionics introduced (trade off class abilities for psionic ability)
* Alternative initiative system introduced - requires tracking of segments, very complicated.
Advanced Dungeons and Dragons
* combines most of the advancements of the previous releases (including material from The Strategic Review, such as the Illusionist, Ranger and Bard)
* New combat rules - although attacking and saves are the same, drastically new initiative system. Basically comparing d6s, but much, much more complicated. And it doesn't hang together...
* Surprise determined by d6 rolls (low indicates surprise, but a 2 represents more surprise than a 1!)
* Hit dice for characters changed: Fighters d10, clerics d8, thieves d6, magic-user d4
* Monster spell resistance: % roll, low indicates it works. (Calculation very odd: a 55% spell resistance was against a 11th level MU; +/-5% for each level difference...)
* Unarmed combat rules that include d%... I think.
* Psionic rules (just bonus abilities, no balancing factor).
* Nine Alignments
* d% monster reaction table
* d% morale system (low good; on failure, consult table for difference between roll and morale score)
* Armour Class 10=no armour; 2=plate + shield
* Low level limits for demi-humans, slightly adjusted for high ability scores
Dungeons and Dragons, Basic Set (Holmes)
* Based on original D&D + Greyhawk supplement.
* Uses original ability score system with a small amount of Greyhawk additions.
* Uses Greyhawk hit dice.
* Initiative is based on Highest Dex goes first
* Turn Undead: 2d6; high is good (based on table)
* Monster Hit Dice: d8
* Five Alignments: LG, CG, TN, LE, CE
* 2d6 monster reaction table
* AC 9 to 2.
Dungeons and Dragons, Basic Set (Moldvay)
* First of the classic basic editions
* New ability score bonus system (13-15=+1; 16-17=+2; 18=+3) consistent for most classes
* Uses Greyhawk hit dice
* Three Alignments: Lawful, Neutral, Chaotic
* AC 9 to 2
* Initiative based on a d6 system.
* Races as classes - Fighter, Cleric, Magic-User, Thief, Dwarf, Elf, Halfling
Unearthed Arcana (AD&D)
* Added Cavalier, Barbarian and Thief-Acrobat (incredible bonuses for Cav and Barb balanced by role-playing penalties)
* New unarmed combat system, along with disarming rules (based on saving throws)
Dungeoneer's Survival Guide (AD&D)
* For the first time in a rulebook for AD&D, the idea of rolling a d20 vs an ability score (low is better) was presented. (OA may have technically been first; and the idea had been floated in Dragon Magazine).
* Non-Weapon Proficiencies added. Basically, d20 vs. Ability Score (with modifiers)
Advanced Dungeons & Dragons, 2nd edition
* Major revisions to the combat system to make it clearer
* Initiative and Surprise based on d10 and much simpler
* New Unarmed Attack system (simpler, but not much better)
* Non-Weapon Proficiencies integrated into the main rules.
There's a bunch more, but along with John's summary, that should give you an idea of the early editions.
Cheers!
* Three classes: Fighting-Man, Cleric and Magic-User
* Four Races: Human, Dwarf, Elf and Hobbit (Halfling)
* Three alignments: Lawful, Neutral, Chaotic
* Ability scores had very little effect. (bonus to XP earnt, Dex gave bonus to hit with missiles; Con gave bonus to HP).
* Hit points for everyone based on d6. (1st level Fighter had 1d6+1; a Lord had 9d6+3, etc).
* Combat damage is d6 for all creatures and weapons.
* Combat attack is d20, high is good - table-based, AC vs. character level
* Armour Class from 9 (no armour) to 2 (plate + shield)
* Saving throws are d20, high is good - table-based.
* Magic-Users: 1st through 6th level spells.
* Clerics: 1st through 5th level spells.
* Monster Hit Dice: d6
* XP tables differ for each class, and are exponential until "name" level.
* XP awards are 100 XP/monster Hit Dice.
Supplement I: Greyhawk
The first movement towards AD&D.
* Ability score bonuses expanded drastically; Exceptional strength added. Strength for opening doors - d6, low is good. Constitution for surviving resurration - d%, low is good.
* Hit points now use different dies (d4 for Wizards and Thieves, d6 for Clerics, d8 for Fighting Men)
* New classes: Paladin and Thief
* Thief abilities (e.g. Move Silently, Pick Pockets) are % based, low is good, except for hear noise (d6, low is good)
* Combat Damage different dice changed for different weapons (d4 dagger; d8 sword); also two damage codes: vs. Small/Medium and vs. Large
* Magic-Users gain 7th-9th level spells
* Clerics gain 6th-7th level spells
* Monster Hit Dice: d8
* Monster XP awards are based on table - Hit Dice base, plus special awards for special abilities.
* Very low level limits for demi-humans
Supplement II: Blackmoor
* New classes: Monk and Assassin
* Optional damage hit system
Supplement III: Eldritch Wizardry
* Psionics introduced (trade off class abilities for psionic ability)
* Alternative initiative system introduced - requires tracking of segments, very complicated.
Advanced Dungeons and Dragons
* combines most of the advancements of the previous releases (including material from The Strategic Review, such as the Illusionist, Ranger and Bard)
* New combat rules - although attacking and saves are the same, drastically new initiative system. Basically comparing d6s, but much, much more complicated. And it doesn't hang together...
* Surprise determined by d6 rolls (low indicates surprise, but a 2 represents more surprise than a 1!)
* Hit dice for characters changed: Fighters d10, clerics d8, thieves d6, magic-user d4
* Monster spell resistance: % roll, low indicates it works. (Calculation very odd: a 55% spell resistance was against a 11th level MU; +/-5% for each level difference...)
* Unarmed combat rules that include d%... I think.
* Psionic rules (just bonus abilities, no balancing factor).
* Nine Alignments
* d% monster reaction table
* d% morale system (low good; on failure, consult table for difference between roll and morale score)
* Armour Class 10=no armour; 2=plate + shield
* Low level limits for demi-humans, slightly adjusted for high ability scores
Dungeons and Dragons, Basic Set (Holmes)
* Based on original D&D + Greyhawk supplement.
* Uses original ability score system with a small amount of Greyhawk additions.
* Uses Greyhawk hit dice.
* Initiative is based on Highest Dex goes first
* Turn Undead: 2d6; high is good (based on table)
* Monster Hit Dice: d8
* Five Alignments: LG, CG, TN, LE, CE
* 2d6 monster reaction table
* AC 9 to 2.
Dungeons and Dragons, Basic Set (Moldvay)
* First of the classic basic editions
* New ability score bonus system (13-15=+1; 16-17=+2; 18=+3) consistent for most classes
* Uses Greyhawk hit dice
* Three Alignments: Lawful, Neutral, Chaotic
* AC 9 to 2
* Initiative based on a d6 system.
* Races as classes - Fighter, Cleric, Magic-User, Thief, Dwarf, Elf, Halfling
Unearthed Arcana (AD&D)
* Added Cavalier, Barbarian and Thief-Acrobat (incredible bonuses for Cav and Barb balanced by role-playing penalties)
* New unarmed combat system, along with disarming rules (based on saving throws)
Dungeoneer's Survival Guide (AD&D)
* For the first time in a rulebook for AD&D, the idea of rolling a d20 vs an ability score (low is better) was presented. (OA may have technically been first; and the idea had been floated in Dragon Magazine).
* Non-Weapon Proficiencies added. Basically, d20 vs. Ability Score (with modifiers)
Advanced Dungeons & Dragons, 2nd edition
* Major revisions to the combat system to make it clearer
* Initiative and Surprise based on d10 and much simpler
* New Unarmed Attack system (simpler, but not much better)
* Non-Weapon Proficiencies integrated into the main rules.
There's a bunch more, but along with John's summary, that should give you an idea of the early editions.
Cheers!