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What *feel* did OD&D/Basic D&D/1E/2E have compared to 3E?
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<blockquote data-quote="Akrasia" data-source="post: 1746492" data-attributes="member: 23012"><p>All true! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>But "Basic D&D" is vague -- do you mean the original Holmes Basic Set, the classic Moldvay Basic set, or the Mentzer Basic set?</p><p></p><p>Moreover, there was the D&D system that was <em>completely</em> 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 <u><strong>Rules Cylcopledia </strong> </u> 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"!</p><p></p><p>And the <u>Rules Cyclopedia </u> D&D (with a few house rules) was <em>the</em> best system to <em>DM</em> of all time IMO. (Albeit with a few house rules.)</p><p></p><p>The feel was "fast and furious", and "let's let our imaginations rule!" No worries about AoOs, feats, prestige classes, and all that crap! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>I agree with "grim and gritty." Also too rule-heavy (with completely different mechanisms to cover different activities). </p><p></p><p>However, you could easily <em>ignore </em> 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.</p><p></p><p>And the Trampier PHB cover is the <em>all-time </em> best cover in terms of capturing the "true spirit" of D&D!</p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p></p><p>Bleah! A <em>sanitized </em> version of 1st edition for the kiddies. No more DEMONS and DEVILS. No more ASSASSIN class. No more half-orcs and barbarians. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> </p><p></p><p>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).</p><p></p><p></p><p></p><p>Cinematic? What? :\ </p><p></p><p>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). </p><p></p><p>Still, a system that enables the player a great degree of flexibility in designing her character. And it gives rules for <em>everything</em> for the DM who needs/likes them. </p><p></p><p>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 <em>ROCK</em> like mine do (but that is pretty much true of any game/editions). </p><p> </p><p></p><p></p><p><strong>Yes.</strong> This is why I look forward to <u>Castles and Crusades </u> to recapture the "old school feel" of earlier editions of DnD, but with some of the "stream-lining" that d20 introduced.</p><p></p><p>But in order to prevent any tedious flames here, I <em>do</em> 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.</p><p> </p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Akrasia, post: 1746492, member: 23012"] All true! :D 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 [I]completely[/I] 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 [U][B]Rules Cylcopledia [/B] [/U] 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 [U]Rules Cyclopedia [/U] D&D (with a few house rules) was [I]the[/I] best system to [I]DM[/I] 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! ;) I agree with "grim and gritty." Also too rule-heavy (with completely different mechanisms to cover different activities). However, you could easily [I]ignore [/I] 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 [I]all-time [/I] best cover in terms of capturing the "true spirit" of D&D! :cool: Bleah! A [I]sanitized [/I] 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). 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 [I]everything[/I] 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 [I]ROCK[/I] like mine do (but that is pretty much true of any game/editions). [B]Yes.[/B] This is why I look forward to [U]Castles and Crusades [/U] 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 [I]do[/I] 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. :cool: [/QUOTE]
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What *feel* did OD&D/Basic D&D/1E/2E have compared to 3E?
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