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Why Rules Cyclopedia is the ultimate D&D edition
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<blockquote data-quote="rounser" data-source="post: 7057683" data-attributes="member: 1106"><p>I have it on good account that Rules Cyclopedia is best version of D&D. That includes 5th edition in being inferior to it.</p><p></p><p>Why?</p><p></p><p>Two things, basically. The first is how fast combat runs. Rules Cyclopedia offers the fastest combat of any edition, so long as you use group initiative. This is absolutely critical to running long term campaigns.</p><p></p><p>The second is the amount of splat included in the game. Excessive numbers of options are the enemy of short preparation times and familiarity with the game. Rules Cyclopedia has approximately just the right amount of spells, magic items and monsters to keep novelty and support high level play. <strong>Adding more spells, magic items and monsters offers no benefit. Do not use the Creature Catalog or the Book of Marvellous Magic with Rules Cyclopedia, they add too much splat.</strong></p><p></p><p>Rules Cyclopedia's sweet spot is levels 4 to 24. Campaigns should ideally begin and end with these level numbers.</p><p></p><p>D&D Basic/Expert/Companion/Masters Boxed Sets: Identical to Rules Cyclopedia, but lacking critical optional rules such as the death's door rules and extended demihuman experience tables, and the immortals rules are unplayable. And the books are prone to wearing out.</p><p>AD&D 1E: About as fast combat as Rules Cyclopedia and the BECMI boxed sets (a little slower), but too many broken and routinely ignored rules, too many spells, magic items and monsters.</p><p>AD&D 2E: No real problem with the rules, except combat a lot slower than AD&D 1E, and way, way too much splat. More monsters than you could ever possibly use in a hundred lifetimes, drowning you in options. About the right number of spells if you don't include the Spell Compendiums, too many magic items in the core rules.</p><p>D&D 3E: Very slow combat, a lot slower than 2E, which is bad bad bad. Way too many monsters. About the right number of spells and magic items.</p><p>D&D 4E: Not really D&D. Combat even more slow than 3E. Too many monsters. Right number of spells and magic items.</p><p>D&D 5E: Combat also slower than 3E, even slower than 4E, making it the slowest combat of any edition. Right amount of monsters. Too many spells. Too many magic items.</p><p></p><p>You may notice a pattern here: Combat has got slower with every D&D edition, so, shockingly, the game has continually gotten worse. This is deeply ironic as everyone knows that new editions are supposed to improve the game. </p><p></p><p>Rules Cyclopedias are going for over $100 on eBay, and for very good reason. It's arguably the best RPG in the world. Buy multiple copies while you still can, you'll never see it's like again.</p></blockquote><p></p>
[QUOTE="rounser, post: 7057683, member: 1106"] I have it on good account that Rules Cyclopedia is best version of D&D. That includes 5th edition in being inferior to it. Why? Two things, basically. The first is how fast combat runs. Rules Cyclopedia offers the fastest combat of any edition, so long as you use group initiative. This is absolutely critical to running long term campaigns. The second is the amount of splat included in the game. Excessive numbers of options are the enemy of short preparation times and familiarity with the game. Rules Cyclopedia has approximately just the right amount of spells, magic items and monsters to keep novelty and support high level play. [B]Adding more spells, magic items and monsters offers no benefit. Do not use the Creature Catalog or the Book of Marvellous Magic with Rules Cyclopedia, they add too much splat.[/B] Rules Cyclopedia's sweet spot is levels 4 to 24. Campaigns should ideally begin and end with these level numbers. D&D Basic/Expert/Companion/Masters Boxed Sets: Identical to Rules Cyclopedia, but lacking critical optional rules such as the death's door rules and extended demihuman experience tables, and the immortals rules are unplayable. And the books are prone to wearing out. AD&D 1E: About as fast combat as Rules Cyclopedia and the BECMI boxed sets (a little slower), but too many broken and routinely ignored rules, too many spells, magic items and monsters. AD&D 2E: No real problem with the rules, except combat a lot slower than AD&D 1E, and way, way too much splat. More monsters than you could ever possibly use in a hundred lifetimes, drowning you in options. About the right number of spells if you don't include the Spell Compendiums, too many magic items in the core rules. D&D 3E: Very slow combat, a lot slower than 2E, which is bad bad bad. Way too many monsters. About the right number of spells and magic items. D&D 4E: Not really D&D. Combat even more slow than 3E. Too many monsters. Right number of spells and magic items. D&D 5E: Combat also slower than 3E, even slower than 4E, making it the slowest combat of any edition. Right amount of monsters. Too many spells. Too many magic items. You may notice a pattern here: Combat has got slower with every D&D edition, so, shockingly, the game has continually gotten worse. This is deeply ironic as everyone knows that new editions are supposed to improve the game. Rules Cyclopedias are going for over $100 on eBay, and for very good reason. It's arguably the best RPG in the world. Buy multiple copies while you still can, you'll never see it's like again. [/QUOTE]
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