Who played Basic D&D all the way up through all of the sets?

Ranes said:
...when a gamer friend shoved a 3e PH under my nose, soon after the book had been released, I really didn't want to know. A year later, while recovering from an operation, and having been utterly disillusioned with online roleplaying (an oxymoron for sure) a la EQ, I bought the 3e books for a read. Now here I am, preparing for Saturday's game.:D :]

looks like the lobotomy took. :p
 

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I've been playing since '79 but I didn't own my first rulebook until about 1985. My memories of my old school gaming days are hazy at best. Now I feel old. :(
 

I started playing Red Box (Basic) back in 1985 and my group quickly moved on to the Blue Box (Expert) a couple of years later. We actually cracked 15th level allowing us to get to the Teal Box (Companion).

Ah, those were the days!

I later picked up the Rules Cyclopedia and I really wish we could have moved on to Masters and Immortals.
 


Remathilis said:
Forgive my ignorance, but...

WHAT is the difference between the basic/expert box set versions and the Rules Cyclopedia?

The two versions in question are the 1981 Moldvay edited Basic set/Cook edited Expert set, both with Erol Otus cover art and the 1991 hardbound Rules Encylclopedia edited by Aaron Allston, which was a compilation of the '83 Mentzer edited Basic and Expert sets, '84 Mentzer edited Companion Set, and '85 Mentzer edited Master set, all with Elmore cover art.

The simple difference between the two rules sets is that the Moldvay/Cook stuff detailed levels through 14, while the Mentzer/RC rules detailed levels through 36. Thus, more high-level spells, bigger monsters, rules on planar travel, mass combat, rule over dominions, quests for immortality and the other things you'd expect from a game with a focus on higher-level characters.

The Mentzer rules also added some retroactive changes such as the Paladin, Knight, Avenger, and Druid, sort of proto-prestige classes (which were available at 9th level, even though they were not introduced until the Companion Set, which detailed rules starting at 15th level), attack ranks for demi-humans (allowing them to continue to improve in combat, even though they no longer advanced in levels) and optional Weapon Mastery rules. The RC further added the optional Skills system that was introduced in the '87-'90 Gazetteers series.

Beyond the rules additions, there are some slight discrepencies between the rules sets, particularly at levels beyond 6th or so, in terms of number of Cleric spells, Cleric undead turning, thieves' abilities, M-U/Elf spells, and saving throws for all classes. This was largely due to the need to slow down the progression of characters since the max. level had been moved up to 36 from 14. Saving throws, for instance, had largely been maxed out for characters by the time they reached 14th level in the original Expert set. These had to be toned down a bit, to give the characters something to improve on. Otherwise the rulesets are practically identical (although over at Dragonfoot we constantly love to find the nitpicky little differences that are there) and the little differences can largely be glossed over.

The 14th level in the original Cook Expert set was not a hard and fast level cap, and there were suggestions for continuing beyond that point, but it was assumed that's about where most campaigns ended. Sort of like how 3e was designed under the assumption that most campaigns ended at about 20th level.

The switch to the 36th level cap in Mentzer/RC was a bit problematic for demi-humans. Under the old rules, once a Dwarf reached his cap at 12th and the elf reached his cap at 10th, most of the human characters would be at or near 14th level - i.e. while the demi-humans were of lower level, they had the same xp. [Edit: Admitedly, Halflings, with their 8th level cap, were pretty much screwed. Part of the anti-Halfling prejudice harkening back to the OD&D rules, where they had a 4th level cap.] Under the newer rules, when the demi-humans were reaching max level, the humans had 20-some more levels to go to reach their max. The demi-human attack ranks were included to offset this somewhat, but I don't think if it quite did the job. The RC had optional rules that removed level restriction on demi-humans.

Any more questions? I'll talk about this all day unless somebody stops me... Help! I've got work to do...

R.A.
 
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I can't believe I'm doing this, and I'll probably be called a "loser" but what the heck.

I actually started with the Expert Set... in the summer before I started 3rd grade... then got the Basic set about 3 months later. Went all the way through Companion, Masters, and Immortals rules by 5th grade. Got my character through to Heirarch.

Noticed the blurby in the Immortals Set that said some immortals got bored and dispersed their essence into a mortal, in effect pressing the "reset button." Did that. Got back to 36th level. Got back to immortality. Got back to Heirarch by the end of 6th grade.

Also noticed the blurb in the Immortals set that those who made it to Heirarch twice and then dispersed their essence into mortality again immediately were "attacked" by blackballs - and passed through them to become Old Ones. That only two immortals had ever done it in the history of immortaldom.

So of course I did it and my character became an Old One, a "god to the gods" or somesuch.

I feel a bit "dirty" for admitting that kind of thing because it reminds of the guy telling you "how cool his character was" - but you asked.

Parallel - in 4th grade, started on 1st Ed. OA. In 5th grade started 1st Ed. PHB/DMG. Played 2nd edition in 1990 for a couple years, then played intermittently until 3e.

--The Sigil
 

I started in 1976 with the original box set of three white books. From there I went straight to AD&D. I had never heard of the Basic (etc.) Box sets until much later (in fact I believe that Advanced came out before Basic). I have continued to buy each edition as it comes out (with the exception of 3.5) and I have played many, many other systems, the funny thing is that although there are countless roleplaying stories and lots of chuckles some of the very best times came from those very early days. There is something to be said for rolling 3d6 for each stat and playing 'em where they fall. I don't think I got above 3rd level for the first year I played and I had a blast.
 


rogueattorney said:
The 14th level in the original Cook Expert set was not a hard and fast level cap, and there were suggestions for continuing beyond that point, but it was assumed that's about where most campaigns ended. Sort of like how 3e was designed under the assumption that most campaigns ended at about 20th level. .

I'm not sure that's entirely true (14th being the level cap).

The old Expert book did refer to an upcoming Companion Rules set and did say that it would detail character progression up to Level 36.

It is true though that logically, there didn't seem anywhere for the characters to go beyond Level 14 in the David Cook expert set. Theives were pretty much maxed out in their abilities, demihumans had reached their maximum levels, Clerics could turn/destroy the most powerful undead. The only obvious area pf advancement was higher levels of magic user and cleric spells.

I have often wondered what a Companion rules set that followed the David Cook expert set would have looked like.
 

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