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What are the Differences between the various D&D editions?
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<blockquote data-quote="MerricB" data-source="post: 1912067" data-attributes="member: 3586"><p><strong>OD&D</strong> (original boxed set)</p><p>* Three classes: Fighting-Man, Cleric and Magic-User</p><p>* Four Races: Human, Dwarf, Elf and Hobbit (Halfling)</p><p>* Three alignments: Lawful, Neutral, Chaotic</p><p>* Ability scores had very little effect. (bonus to XP earnt, Dex gave bonus to hit with missiles; Con gave bonus to HP).</p><p>* Hit points for everyone based on d6. (1st level Fighter had 1d6+1; a Lord had 9d6+3, etc).</p><p>* Combat damage is d6 for all creatures and weapons.</p><p>* Combat attack is d20, high is good - table-based, AC vs. character level</p><p>* Armour Class from 9 (no armour) to 2 (plate + shield)</p><p>* Saving throws are d20, high is good - table-based.</p><p>* Magic-Users: 1st through 6th level spells.</p><p>* Clerics: 1st through 5th level spells.</p><p>* Monster Hit Dice: d6</p><p>* XP tables differ for each class, and are exponential until "name" level.</p><p>* XP awards are 100 XP/monster Hit Dice.</p><p></p><p><strong>Supplement I: Greyhawk</strong></p><p>The first movement towards AD&D.</p><p>* Ability score bonuses expanded drastically; Exceptional strength added. Strength for opening doors - d6, low is good. Constitution for surviving resurration - d%, low is good.</p><p>* Hit points now use different dies (d4 for Wizards and Thieves, d6 for Clerics, d8 for Fighting Men)</p><p>* New classes: Paladin and Thief</p><p>* Thief abilities (e.g. Move Silently, Pick Pockets) are % based, low is good, except for hear noise (d6, low is good)</p><p>* Combat Damage different dice changed for different weapons (d4 dagger; d8 sword); also two damage codes: vs. Small/Medium and vs. Large</p><p>* Magic-Users gain 7th-9th level spells</p><p>* Clerics gain 6th-7th level spells</p><p>* Monster Hit Dice: d8</p><p>* Monster XP awards are based on table - Hit Dice base, plus special awards for special abilities.</p><p>* Very low level limits for demi-humans</p><p></p><p><strong>Supplement II: Blackmoor</strong></p><p>* New classes: Monk and Assassin</p><p>* Optional damage hit system</p><p></p><p><strong>Supplement III: Eldritch Wizardry</strong></p><p>* Psionics introduced (trade off class abilities for psionic ability)</p><p>* Alternative initiative system introduced - requires tracking of segments, very complicated.</p><p></p><p><strong>Advanced Dungeons and Dragons</strong></p><p>* combines most of the advancements of the previous releases (including material from The Strategic Review, such as the Illusionist, Ranger and Bard)</p><p>* New combat rules - although attacking and saves are the same, drastically new initiative system. <em>Basically</em> comparing d6s, but much, much more complicated. And it doesn't hang together...</p><p>* Surprise determined by d6 rolls (low indicates surprise, but a 2 represents more surprise than a 1!)</p><p>* Hit dice for characters changed: Fighters d10, clerics d8, thieves d6, magic-user d4</p><p>* Monster spell resistance: % roll, low indicates it works. (Calculation very odd: a 55% spell resistance was against a <em>11th</em> level MU; +/-5% for each level difference...)</p><p>* Unarmed combat rules that include d%... I think. </p><p>* Psionic rules (just bonus abilities, no balancing factor).</p><p>* Nine Alignments</p><p>* d% monster reaction table</p><p>* d% morale system (low good; on failure, consult table for difference between roll and morale score)</p><p>* Armour Class 10=no armour; 2=plate + shield</p><p>* Low level limits for demi-humans, slightly adjusted for high ability scores</p><p></p><p><strong>Dungeons and Dragons, Basic Set</strong> (Holmes)</p><p>* Based on original D&D + Greyhawk supplement.</p><p>* Uses original ability score system with a small amount of Greyhawk additions.</p><p>* Uses Greyhawk hit dice.</p><p>* Initiative is based on Highest Dex goes first</p><p>* Turn Undead: 2d6; high is good (based on table)</p><p>* Monster Hit Dice: d8</p><p>* Five Alignments: LG, CG, TN, LE, CE</p><p>* 2d6 monster reaction table</p><p>* AC 9 to 2.</p><p></p><p><strong>Dungeons and Dragons, Basic Set</strong> (Moldvay)</p><p>* First of the classic basic editions</p><p>* New ability score bonus system (13-15=+1; 16-17=+2; 18=+3) consistent for most classes</p><p>* Uses Greyhawk hit dice</p><p>* Three Alignments: Lawful, Neutral, Chaotic</p><p>* AC 9 to 2</p><p>* Initiative based on a d6 system.</p><p>* Races as classes - Fighter, Cleric, Magic-User, Thief, Dwarf, Elf, Halfling</p><p></p><p><strong>Unearthed Arcana (AD&D)</strong></p><p>* Added Cavalier, Barbarian and Thief-Acrobat (incredible bonuses for Cav and Barb balanced by role-playing penalties)</p><p>* New unarmed combat system, along with disarming rules (based on saving throws)</p><p></p><p><strong>Dungeoneer's Survival Guide (AD&D)</strong></p><p>* 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).</p><p>* Non-Weapon Proficiencies added. Basically, d20 vs. Ability Score (with modifiers)</p><p></p><p><strong>Advanced Dungeons & Dragons, 2nd edition</strong></p><p>* Major revisions to the combat system to make it clearer</p><p>* Initiative and Surprise based on d10 and much simpler</p><p>* New Unarmed Attack system (simpler, but not much better)</p><p>* Non-Weapon Proficiencies integrated into the main rules.</p><p></p><p>There's a bunch more, but along with John's summary, that should give you an idea of the early editions.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 1912067, member: 3586"] [b]OD&D[/b] (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. [b]Supplement I: Greyhawk[/b] 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 [b]Supplement II: Blackmoor[/b] * New classes: Monk and Assassin * Optional damage hit system [b]Supplement III: Eldritch Wizardry[/b] * Psionics introduced (trade off class abilities for psionic ability) * Alternative initiative system introduced - requires tracking of segments, very complicated. [b]Advanced Dungeons and Dragons[/b] * 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. [i]Basically[/i] 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 [i]11th[/i] 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 [b]Dungeons and Dragons, Basic Set[/b] (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. [b]Dungeons and Dragons, Basic Set[/b] (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 [b]Unearthed Arcana (AD&D)[/b] * 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) [b]Dungeoneer's Survival Guide (AD&D)[/b] * 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) [b]Advanced Dungeons & Dragons, 2nd edition[/b] * 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! [/QUOTE]
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