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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Why B/X?
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<blockquote data-quote="Voadam" data-source="post: 9054735" data-attributes="member: 2209"><p>The basic line and B/X specifically has a couple advantageous things going for it.</p><p></p><p>It is more stripped down to core stuff than AD&D. Spells have level range and duration, no lines about components or spell schools. Monster stat blocks are cleaner in B/X. No resurrection survival aspect to Constitution, no bend/bars lift gates super niche part of strength. No weapon proficiencies to limit PC weapon options. If you find a magic trident you can pick it up and immediately use it as well as you could a longsword.</p><p></p><p>You don't have to worry as much about fiddly specifics, you can go off core concepts and implement quickly. You can focus more on weird or engaging narrative concepts and less on fiddly mechanics.</p><p></p><p>For writing modules and game materials this can be attractive.</p><p></p><p>As a player this allows both a focus on the in the moment narrative aspects of playing and is easier for players new to the game.</p><p></p><p>Ability modifiers are on a simple +1-+3 scale instead of the reverse bell curve edge modifiers of AD&D, this means generating 3d6 in order is not a huge limiting power hit the way it is in AD&D. Also the options are not gated behind high scores so a fighter is a top line kick butt warrior instead of the backup option for those without the stats to go paladin or ranger.</p><p></p><p>In B/X you can buy platemail as starting equipment and have top line AC from the get go and be mostly consistent in gear and image throughout an adventuring career. In AD&D you have to build up to buying mundane plate mail so there will be gear trade ins.</p><p></p><p>Basic weapons are fairly straightforward while AD&D ones have a lot of fiddlyness (attack adjustment vs specific ACs, one handed broadsword versus one handed longsword with mechanical differences) and some mechanical optimization on weapon stats as they are not all balanced options.</p><p></p><p>Moldvay Basic was great in explaining concisely and teaching D&D and being complete in 64 pages. BECMI Basic split things between players and DM books and their DIY adventure to introduce you. B/X basic was all useful even after you learned how to play. AD&D was not a concise 64 pages.</p><p></p><p>B/X was also designed a little more tightly to the dungeon exploration experience with many activities being tied to the 10-minute turn for both PC actions (checking an area for traps, which anyone can do) to how long torches last and how long between random encounter checks.</p><p></p><p>B/X focused on dungeons and wilderness adventuring. It is all direct experience adventuring. BECMI brings in the stage where you stop adventuring and you start administering property and engaging in politics.</p><p></p><p>BECMI also had weapon mastery, which was pretty cool, but introduced more concept specialization and some system mastery in some choices.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9054735, member: 2209"] The basic line and B/X specifically has a couple advantageous things going for it. It is more stripped down to core stuff than AD&D. Spells have level range and duration, no lines about components or spell schools. Monster stat blocks are cleaner in B/X. No resurrection survival aspect to Constitution, no bend/bars lift gates super niche part of strength. No weapon proficiencies to limit PC weapon options. If you find a magic trident you can pick it up and immediately use it as well as you could a longsword. You don't have to worry as much about fiddly specifics, you can go off core concepts and implement quickly. You can focus more on weird or engaging narrative concepts and less on fiddly mechanics. For writing modules and game materials this can be attractive. As a player this allows both a focus on the in the moment narrative aspects of playing and is easier for players new to the game. Ability modifiers are on a simple +1-+3 scale instead of the reverse bell curve edge modifiers of AD&D, this means generating 3d6 in order is not a huge limiting power hit the way it is in AD&D. Also the options are not gated behind high scores so a fighter is a top line kick butt warrior instead of the backup option for those without the stats to go paladin or ranger. In B/X you can buy platemail as starting equipment and have top line AC from the get go and be mostly consistent in gear and image throughout an adventuring career. In AD&D you have to build up to buying mundane plate mail so there will be gear trade ins. Basic weapons are fairly straightforward while AD&D ones have a lot of fiddlyness (attack adjustment vs specific ACs, one handed broadsword versus one handed longsword with mechanical differences) and some mechanical optimization on weapon stats as they are not all balanced options. Moldvay Basic was great in explaining concisely and teaching D&D and being complete in 64 pages. BECMI Basic split things between players and DM books and their DIY adventure to introduce you. B/X basic was all useful even after you learned how to play. AD&D was not a concise 64 pages. B/X was also designed a little more tightly to the dungeon exploration experience with many activities being tied to the 10-minute turn for both PC actions (checking an area for traps, which anyone can do) to how long torches last and how long between random encounter checks. B/X focused on dungeons and wilderness adventuring. It is all direct experience adventuring. BECMI brings in the stage where you stop adventuring and you start administering property and engaging in politics. BECMI also had weapon mastery, which was pretty cool, but introduced more concept specialization and some system mastery in some choices. [/QUOTE]
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Why B/X?
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