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What is your favorite edition of D&D and why?
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<blockquote data-quote="pming" data-source="post: 4896680" data-attributes="member: 45197"><p>Hiya.</p><p> </p><p> 1st edition AD&D, tied with BECMI (Basic Expert Companion Master Immortals).</p><p> </p><p> I like both 1e and "Basic" because it's dirt simple to add, subtract and generally manipulate anything you want without having to worry much about screwing something up elsewhere. I can think about something for 30 seconds and make a decision that isn't likely going to need me to do 7 hours of hard research through a dozen rule books to see if it's gonna screw something up.</p><p> </p><p> Also, it forces creativity "on the fly" from both players and DM's. Without a list of 'feats' or 'combat choices', players start with a blank slate for deciding what they want their characters to do that round. Iv'e found that if you give players a list of 'typical' abilities or combat choices, they almost never consider asking about haveing/doing something 'outside that box'. With 1e and BECMI, players think more in terms of what they want their characters to do, and less on what the rules say their characters can do.</p><p> </p><p> Oh, and both have been out of print for decades...so I *know* I have free reign to do what I want without fear of some game company comming out with some supplement or addition that is going to go contrary to what my table wants or is used to (and then we'd have to make adjustments to ignore the published rules). For us, OOP is a *good thing*. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="pming, post: 4896680, member: 45197"] Hiya. 1st edition AD&D, tied with BECMI (Basic Expert Companion Master Immortals). I like both 1e and "Basic" because it's dirt simple to add, subtract and generally manipulate anything you want without having to worry much about screwing something up elsewhere. I can think about something for 30 seconds and make a decision that isn't likely going to need me to do 7 hours of hard research through a dozen rule books to see if it's gonna screw something up. Also, it forces creativity "on the fly" from both players and DM's. Without a list of 'feats' or 'combat choices', players start with a blank slate for deciding what they want their characters to do that round. Iv'e found that if you give players a list of 'typical' abilities or combat choices, they almost never consider asking about haveing/doing something 'outside that box'. With 1e and BECMI, players think more in terms of what they want their characters to do, and less on what the rules say their characters can do. Oh, and both have been out of print for decades...so I *know* I have free reign to do what I want without fear of some game company comming out with some supplement or addition that is going to go contrary to what my table wants or is used to (and then we'd have to make adjustments to ignore the published rules). For us, OOP is a *good thing*. :) [/QUOTE]
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What is your favorite edition of D&D and why?
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