edition wars
Sujet : edition wars
De : dchmelik (at) *nospam* gmail.com (David Chmelik)
Groupes : rec.games.frp.dndDate : 20. Oct 2024, 11:06:34
Autres entêtes
Organisation : A noiseless patient Spider
Message-ID : <vf2kna$9cq3$1@dont-email.me>
User-Agent : Pan/0.154 (Izium; 517acf4)
In edition wars, I'm not saying kill promoters of false editions (I played
a true edition mixed with earliest false one, which besides bad removals,
has a few good additions) but if I could, I'd fight (not attack) to keep
old editions in print. It was done in 2010s... don't know why not since.
true editions
* original D&D: had Arda (James RR Tolkien) material, so was good
* basic D&D (2nd ed., 2e): apparently made some things easier
* Advanced D&D (AD&D): many additions/improvements
* BX (3e): added levels to basic D&D
* BECMI (4e): added levels & immortal characters to basic & expert D&D
* Rules Cyclopedia (5e): simply collected BECM ('I' in later boxed set)
false editions (minor variants started, but somewhat backwards-compatible)
* AD&D 2e (half-false): major removals from AD&D 1e, but useful additions
* D&D '3e (so-called)': major removals from AD&D, bad videogame influence
* D&D '5e (so-called)': switch from 4e to some AD&D, bad videogame style
super-false edition (major variant)
* D&D '4e (so-called)': extreme bad videogame influence
Except for 'feats' (videogame/evil) and split ability scores, what are any
sets/rules or anything you like from '3e (so-called)' or later (including
4e)? I've never played it nor newer, but my recent AD&D Dungeon Master
(DM) uses split ability scores.
I looked at most newer character classes (already allowed magicians
without spellbooks in 1990) so not asking about those so much as useful
rules (without removing classic ones), settings/worlds, etc.
I know one simplification was getting rid of THAC0, but I like THAC0.
Since beginning of false editions, D&D has been for 'monetizing leveraging
business solutions': became money-making business solution of encouraging
gamers continually buy sets/books, rather than maintaining standardized
rules set like other tabletop games had hundreds or thousands years. D&D
'4e (so-called)' was such a change it's equivalent to chess with a weird
geometry for the board. Keep previously-standardized rules sets in print.
Is /The Making of Original Dungeons & Dragons: 1970-1977/ worth it, such
as is does it have /The Dalluhn Document/, any/all other rough-drafts,
original (Arda) brown box, or only later (Known World or Greyhawk) white
box? Does it include Chainmail, and why not /Gods, Demi-gods, & Heroes/?
One thing I'm interested in is how planescape (generic idea, not
capitalized) evolved in '3e, 4e, 5e (so-called)' and in retroactive clones
(retro-clones), alternative role-playing games you like any ideas/rules.
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