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<blockquote data-quote="Shades of Green" data-source="post: 5779431" data-attributes="member: 3297"><p>For me:</p><p></p><p><strong>OD&D, BECMI and AD&D 1E:</strong> These rules I haven't played, though I did read the books eventually. I did play some of the BECMI adventures, though, and they were usually very cool in concept (X1: Isle of Dread is a good example of this) but quite sparse in "flesh" - it was the GM's job to flesh them out.</p><p></p><p><strong>AD&D 2E:</strong> This was the first edition I've ever played; back at the day, most people simply referred to it as "D&D", or at most, "AD&D", as 1E was VERY rare here in Israel (no internet shopping back in the 1980's/early 1990's so we played almost exclusively games translated into Hebrew and published locally). At the time we had TONS of fun with it. Also, back in the day, most AD&D 2E supplements were rare here so we played AD&D 2E rules with BECMI adventures and mostly with homebrew stuff. In retrospect, however, these rules haven't aged well IMHO, and now they feel quite clunky and not so elegant - everything had its own independent subsystem, THAC0 was cumbersome and so was descending AC. One thing I must say, though, was that I LOVE the 2E Monster Manual - so much good flavor text and adventure hooks!</p><p></p><p><strong>D&D 3E:</strong> At first, a welcome improvement from 2E. Ascending AC and combat bonuses, as well as a more sound skill system, were much easier to use than the equivalent 2E subsystems. Later on, however, this system started to feel heavy in terms of GM prep time. It also started to feel a bit <em>too</em> detailed in terms of options and stats. It's best feature, IMHO, was the OGL - which sparked a renaissance of small-time gaming publishers.</p><p></p><p><strong>D&D 4E:</strong> I haven't played this edition, but I did read it's "test-drive" rules. It seems to have many innovative features, but it also feels a bit grindy (at least from reading the "test-drive" rules).</p><p></p><p><strong>BFRPG:</strong> A breath of air to GM after D&D 3E. Everything is simple, while the systems are much more elegant than the ones in AD&D 2E. Prep takes 30 minutes at most for fun adventures rather than 3 hours or more in 3E. Much easier to manage, and not too many stats - just as my (role-play-centric) spouse likes it.</p><p></p><p><strong>Lamentations of the Flame Princess:</strong> Old-school D&D re-imagined and re-designed into a thing of beauty with a horror orientation. Very elegant rules, a lot of atmosphere and several innovations. Extremely good artwork. My current favorite.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 5779431, member: 3297"] For me: [B]OD&D, BECMI and AD&D 1E:[/B] These rules I haven't played, though I did read the books eventually. I did play some of the BECMI adventures, though, and they were usually very cool in concept (X1: Isle of Dread is a good example of this) but quite sparse in "flesh" - it was the GM's job to flesh them out. [B]AD&D 2E:[/B] This was the first edition I've ever played; back at the day, most people simply referred to it as "D&D", or at most, "AD&D", as 1E was VERY rare here in Israel (no internet shopping back in the 1980's/early 1990's so we played almost exclusively games translated into Hebrew and published locally). At the time we had TONS of fun with it. Also, back in the day, most AD&D 2E supplements were rare here so we played AD&D 2E rules with BECMI adventures and mostly with homebrew stuff. In retrospect, however, these rules haven't aged well IMHO, and now they feel quite clunky and not so elegant - everything had its own independent subsystem, THAC0 was cumbersome and so was descending AC. One thing I must say, though, was that I LOVE the 2E Monster Manual - so much good flavor text and adventure hooks! [B]D&D 3E:[/B] At first, a welcome improvement from 2E. Ascending AC and combat bonuses, as well as a more sound skill system, were much easier to use than the equivalent 2E subsystems. Later on, however, this system started to feel heavy in terms of GM prep time. It also started to feel a bit [i]too[/i] detailed in terms of options and stats. It's best feature, IMHO, was the OGL - which sparked a renaissance of small-time gaming publishers. [B]D&D 4E:[/B] I haven't played this edition, but I did read it's "test-drive" rules. It seems to have many innovative features, but it also feels a bit grindy (at least from reading the "test-drive" rules). [B]BFRPG:[/B] A breath of air to GM after D&D 3E. Everything is simple, while the systems are much more elegant than the ones in AD&D 2E. Prep takes 30 minutes at most for fun adventures rather than 3 hours or more in 3E. Much easier to manage, and not too many stats - just as my (role-play-centric) spouse likes it. [B]Lamentations of the Flame Princess:[/B] Old-school D&D re-imagined and re-designed into a thing of beauty with a horror orientation. Very elegant rules, a lot of atmosphere and several innovations. Extremely good artwork. My current favorite. [/QUOTE]
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