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What's your favorite edition of D&D (so far)?
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<blockquote data-quote="giant.robot" data-source="post: 5799506" data-attributes="member: 93119"><p>Voted: BECMI/RC</p><p>Close second: Core 1E AD&D</p><p></p><p>I prefer the BECMI/RC game for its simplicity and flexibility. It makes a good system for a hack and slash one-shot but is flexible enough to run a long campaign. There's not a lot in the way of complicated rules and the DM is expected to rule on things not covered by the rules. I'd rather my friend sitting at the table rule on my proposed action rather than a writer in Lake Geneva or Seattle.</p><p></p><p>1E AD&D is not a bad ruleset but it's a little more daunting for new players. I didn't like the fact it put more rules in the hands of players. In my experience rules in the players' hands leads to rules lawyering. This is anecdotal and maybe localized to groups I've gamed with so I'm not willing to throw the game away based on my experience.</p><p></p><p>What I like about both of these games is they promise a lot of power but it feels special when you finally get/find it. The rest of the time the PCs have to struggle against a world that is unfriendly and often uninviting. It's not in a Call of Cthulhu depressing way but in the hero building challenging way. PCs start off slightly better than average and it takes a long time for them to become super heroes if they can even manage it. They're given mundane power like followers, hirelings, and a treasure hoard.</p><p></p><p>With 3E and 4E the power level jumped way up. First level characters were minor superheroes that turned into demigods in short order. I felt the rules were trying to emulate the feel of anime and video games with a smattering of wire-fu action blockbuster. While these games can be a lot of fun they don't fit my mental model of D&D. That's not to say they're not D&D or anything like that, I just preferred the older games if I want to play what I feel is a D&D game.</p></blockquote><p></p>
[QUOTE="giant.robot, post: 5799506, member: 93119"] Voted: BECMI/RC Close second: Core 1E AD&D I prefer the BECMI/RC game for its simplicity and flexibility. It makes a good system for a hack and slash one-shot but is flexible enough to run a long campaign. There's not a lot in the way of complicated rules and the DM is expected to rule on things not covered by the rules. I'd rather my friend sitting at the table rule on my proposed action rather than a writer in Lake Geneva or Seattle. 1E AD&D is not a bad ruleset but it's a little more daunting for new players. I didn't like the fact it put more rules in the hands of players. In my experience rules in the players' hands leads to rules lawyering. This is anecdotal and maybe localized to groups I've gamed with so I'm not willing to throw the game away based on my experience. What I like about both of these games is they promise a lot of power but it feels special when you finally get/find it. The rest of the time the PCs have to struggle against a world that is unfriendly and often uninviting. It's not in a Call of Cthulhu depressing way but in the hero building challenging way. PCs start off slightly better than average and it takes a long time for them to become super heroes if they can even manage it. They're given mundane power like followers, hirelings, and a treasure hoard. With 3E and 4E the power level jumped way up. First level characters were minor superheroes that turned into demigods in short order. I felt the rules were trying to emulate the feel of anime and video games with a smattering of wire-fu action blockbuster. While these games can be a lot of fun they don't fit my mental model of D&D. That's not to say they're not D&D or anything like that, I just preferred the older games if I want to play what I feel is a D&D game. [/QUOTE]
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