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General Tabletop Discussion
*Pathfinder & Starfinder
When did mixing editions become unusual?
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<blockquote data-quote="Dessert Nomad" data-source="post: 7528080" data-attributes="member: 6976536"><p>This was definitely my experience as well - which is why it really stood out to me when someone made a big deal about how True 1e players would use the pure system, and definitely would keep AD&D distinct from OD&D or BECMI. I saw a good number of of 1e games mostly stuck to 1e but added the 2e bard since the 1e bard was rather impractical, or that ditched whatever initiative system they were using to go to the simple 'roll a die, add speed factor or casting time, go then' that 2e used. I ran a game for a while using the weapon mastery rules from BECMI but most of the rest as standard AD&D. And sometimes people would just grab whole chunks of rules from another game entirely - critical hit/fumble tables were popular, as was taking an entire set of non-combat skill rules instead of NWPs.</p><p></p><p></p><p></p><p></p><p>I think another factor other than the game being less uniform was that 1e rules were just bad in a lot of places, and often were written as suggestions for the DM instead of formal rules. The combat rules, as a prime example, were spread around in multiple places between the DMG and PHB, and had a lot of really complicated and inconsistent stuff that didn't flow well like the weapon speed factor comparisons that only happened between weapon using opponents and weapon vs armor type that only happened when fighting certain armor wearers. I don't think I ever encountered two games that agreed exactly on the basic flow of combat, and none of them matched the PHB/DMG setup. Once 3e rolled around, the basic flow of combat was pretty consistent, and 4e and 5e continued that. While there are certainly issues in 3e, 3.5e, 4e, and 5e, the core game rules are solid enough that they get used basically the same from table to table. It's easier to justify ripping and replacing chunks of the game if no one is even quite sure what the base combat rules are!</p></blockquote><p></p>
[QUOTE="Dessert Nomad, post: 7528080, member: 6976536"] This was definitely my experience as well - which is why it really stood out to me when someone made a big deal about how True 1e players would use the pure system, and definitely would keep AD&D distinct from OD&D or BECMI. I saw a good number of of 1e games mostly stuck to 1e but added the 2e bard since the 1e bard was rather impractical, or that ditched whatever initiative system they were using to go to the simple 'roll a die, add speed factor or casting time, go then' that 2e used. I ran a game for a while using the weapon mastery rules from BECMI but most of the rest as standard AD&D. And sometimes people would just grab whole chunks of rules from another game entirely - critical hit/fumble tables were popular, as was taking an entire set of non-combat skill rules instead of NWPs. I think another factor other than the game being less uniform was that 1e rules were just bad in a lot of places, and often were written as suggestions for the DM instead of formal rules. The combat rules, as a prime example, were spread around in multiple places between the DMG and PHB, and had a lot of really complicated and inconsistent stuff that didn't flow well like the weapon speed factor comparisons that only happened between weapon using opponents and weapon vs armor type that only happened when fighting certain armor wearers. I don't think I ever encountered two games that agreed exactly on the basic flow of combat, and none of them matched the PHB/DMG setup. Once 3e rolled around, the basic flow of combat was pretty consistent, and 4e and 5e continued that. While there are certainly issues in 3e, 3.5e, 4e, and 5e, the core game rules are solid enough that they get used basically the same from table to table. It's easier to justify ripping and replacing chunks of the game if no one is even quite sure what the base combat rules are! [/QUOTE]
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