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General Tabletop Discussion
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D&D Older Editions
Which Edition for a Megadungeon Campaign? Why?
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<blockquote data-quote="Orius" data-source="post: 8503989" data-attributes="member: 8863"><p>I would recommend a version of the classic D&D game of your choice, B/X or RC. BECMI is also a possibility, but RC has the advantage of being one volume instead of spread out and you can ignore the optional stuff like general skills and weapon mastery. Companion is more important for domain play and the War Machine which you probably won't need. Masters rules mostly sets up the divine ascension to Immortals and you don't need the Immortals rules for megadungeoning. Go RC primarily if you don't want B/X's level 14 cap and you want access to the Companion and Masters level monsters and magic, but be aware that thieves get hurt with skill progression stretched out to 36 levels. You can also do any of the retroclones that copy the various classic D&D rules.</p><p></p><p>Another possibility is running 2e without getting into the various options. A core or near core game of 2e is simple enough to do a megadungeon and it's a more organized game than 1e. Just don't go heavy into optional stuff stuff like NWPs, kits, Player's Option and so.</p><p></p><p>The thing with the classic megadungeon is that it works best with some classic rules elements like XP for GP, resource management and so on. I'll say right off that 3e is a really bad choice for running a megadungeon. You'd have to do a good deal of work tweaking things first. 3e is structured with a lot of assumptions that aren't the same as the balances of previous editions so there's a lot of fiddly things to look at and adjust to make it work.</p></blockquote><p></p>
[QUOTE="Orius, post: 8503989, member: 8863"] I would recommend a version of the classic D&D game of your choice, B/X or RC. BECMI is also a possibility, but RC has the advantage of being one volume instead of spread out and you can ignore the optional stuff like general skills and weapon mastery. Companion is more important for domain play and the War Machine which you probably won't need. Masters rules mostly sets up the divine ascension to Immortals and you don't need the Immortals rules for megadungeoning. Go RC primarily if you don't want B/X's level 14 cap and you want access to the Companion and Masters level monsters and magic, but be aware that thieves get hurt with skill progression stretched out to 36 levels. You can also do any of the retroclones that copy the various classic D&D rules. Another possibility is running 2e without getting into the various options. A core or near core game of 2e is simple enough to do a megadungeon and it's a more organized game than 1e. Just don't go heavy into optional stuff stuff like NWPs, kits, Player's Option and so. The thing with the classic megadungeon is that it works best with some classic rules elements like XP for GP, resource management and so on. I'll say right off that 3e is a really bad choice for running a megadungeon. You'd have to do a good deal of work tweaking things first. 3e is structured with a lot of assumptions that aren't the same as the balances of previous editions so there's a lot of fiddly things to look at and adjust to make it work. [/QUOTE]
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