dead said:
.... Basic D&D: Full of wonderment. Colourful. Fascinating and dreamy...
All true!
But "Basic D&D" is vague -- do you mean the original Holmes Basic Set, the classic Moldvay Basic set, or the Mentzer Basic set?
Moreover, there was the D&D system that was
completely separate from AD&D in the 1980s and early 1990s: namely, the Moldvay/Cook Basic/Expert system of the early 80s (the sets with the classic Erol Otus covers), the Mentzer Basic/Expert/Companion/Masters/Immortals sets of the mid-late 80s, and the
Rules Cylcopledia book of 1991 (which compiled all the rules from the Mentzer sets). These various boxes/books were, essentially, the same system -- namely, "Dungeons and Dragons"!
And the
Rules Cyclopedia D&D (with a few house rules) was
the best system to
DM of all time IMO. (Albeit with a few house rules.)
The feel was "fast and furious", and "let's let our imaginations rule!" No worries about AoOs, feats, prestige classes, and all that crap!
dead said:
AD&D 1E: Grim. Gritty. Dark. Battles . . . lots of battles.
I agree with "grim and gritty." Also too rule-heavy (with completely different mechanisms to cover different activities).
However, you could easily
ignore many rules (e.g. my group just used the Moldvay Basic combat rules, and ignored weapon speeds, segments, etc.) without hurting -- or "breaking" -- the game at all. Very modular.
And the Trampier PHB cover is the
all-time best cover in terms of capturing the "true spirit" of D&D!
dead said:
AD&D 2E: Light-hearted. Many worlds. Cosmopolitan and vibrant.
Bleah! A
sanitized version of 1st edition for the kiddies. No more DEMONS and DEVILS. No more ASSASSIN class. No more half-orcs and barbarians.
Nonetheless, despite the "Mr.Clean" rules, some good worlds: Darksun, Planescape, and Ravenloft. Far more original stuff than you see nowadays (e.g. Darksun didn't give a crap about "not using all the official rules"; one of Eberron's main boasts is that it can do this).
dead said:
D&D 3E: Cinimatic, innovative and glossy.
Cinematic? What? :\
If you mean turning combat into a tactical wargame "cinematic", then okay (in my books, constantly worrying about whether "doing x" will "prompt an attack of opportunity" is the antithesis of cinematic).
Still, a system that enables the player a great degree of flexibility in designing her character. And it gives rules for
everything for the DM who needs/likes them.
I like 3.x enough to DM and play it, but it often feels like a video game, with its focus on feats, etc. It would be insufferable to DM with players who did not
ROCK like mine do (but that is pretty much true of any game/editions).
dead said:
Have the various editions changed the *mood/feel* of your D&D game?
Yes. This is why I look forward to
Castles and Crusades to recapture the "old school feel" of earlier editions of DnD, but with some of the "stream-lining" that d20 introduced.
But in order to prevent any tedious flames here, I
do like 3rd edition. I play it and (less frequently) DM it. However, I just think it is fundamentally different than earlier editions. In some respects better, in some respects worse.
