Post originally by Akrasia (ben) at 2005-02-07 01:39:46
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I am curious about the following comment:
"Attacks of opportunity are present, as are line of sight rules and a few other details. ... In fact, if a gamer were looking for a rules-light system that allowed quick combat and simple rules, this is it."
If AoOs, etc., are KEPT in the combat rules, how are they faster and lighter?
AoOs is one of the things I hate the MOST about 3.x D&D. If there exists an alternate combat system that does away with AoOs, I would consider playing in a 3.x game again (though I would still refuse to DM one).
Post originally by Justin Adams at 2005-02-07 12:24:59
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Spycraft is basically 3e with attacks of opportunity, and a few other rules removed. it works well enough, and is pretty versatile. another option is to remove attacks of opportunity from the game, remove all feats that use it, and remove the rogue class. you can then take the 'expert' class and either run it as is, or run it with very minor changes.
Post originally by Rick at 2005-02-07 14:36:43
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Does this come in a red box, with a picture of a red dragon and a barbian type fighter on a treasure mound. It's the Basic rules all over again. Next will be a green Box called the Expert rules. A few more boxes after that and they'll have a Rules 'cyclopedia and advice to to the full 3rd edition or AD&D...or not.
Post originally by Tom Pigeon at 2005-02-07 15:17:22
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That's a cynical way to look at it. This looks like a great way to support the game and bring in new players. I think back, way back, when I bought my first boxed D&D set (blue box?). It sounds very much like this game, and I loved it to pieces (I was about 8).
I think that set went up to 3rd level.
Anyway, kudos to Wizards for using an old marketing tool that was as good an idea then as it is now.
Post originally by Tom Pigeon at 2005-02-07 15:20:49
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Good review, though I take issue with your characterization of the dungeon. The early AD&D dungeons were simple affairs, like this, and I recall them being great fun. You never knew what you were going to get when you opened a room, or if some creature would appear in a hall.
That may sound old and boring to modern players, but for a simplified version of D&D, and aimed at kids, it's the way to go.
I have fond memories of traditional AD&D modules, like White Plume Mountain and even Tomb of Horrors. They weren't sophisticated on a social level, but they were cool.
Post originally by Manga Boogie Man at 2005-02-07 16:49:34
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Complaints about the original D&D materials that have been reprinted to death (albeit nicely reprinted to death), with a few minor rule tweaks and a new dungeon (sometimes even a new NAME) are completely invalid for this game. The rules are a streamlined version of d20 for D&D 3.5, complete with the new skill system, the new AC and to-hit systems, and the revised races for 3.0 and 3.5 (the races that appear in this version, anyway). One of the local DMs said it was simple enough that he could teach a friend's much younger brother to play, without any real effort on his part. My own studies of the product seem to back this up. You can also create your own characters with this game, which is good news for the guy who is utterly sick of using pregenerated characters in introductory games.
I will point out that if you have the D&D introductory set that was put out for 3.0, you can run its adventures in this Basic Game with minimal changes, if any. Except maybe some substitution of miniatures, or buying minis to fit the adventures.
This may be one of the best starter sets for the more advanced game that I've ever seen, at least as far as rules carryover is concerned.
Post originally by Dungeon Curmudgeon at 2005-02-07 17:42:54
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Ever since the board game (not the RPG) HeroQuest came out from Games Worshop & Milton Bradley, the makers of D&D have been trying to ape it.
I think TSR put out no less than four attempts at the dungeon board game with miniatures. There was DragonQuest (an introduction to basic D&D, not the SPI game) FirstQuest, DragonStrike
There have been various other sets, but many of them contained similar material to the above if altered slightly or under a different name.
So now we have this one.
Is it as elegant as HeroQuest? I'm not sure, but the above were not.
But then, as popular as HeroQuest may have been or is today, it's out of print now and attempts to revive it (Advanced HeroQuest, Warhammer Quest) did not last long.
I guess this style of play is just not long-lived enough to support a product on the market.
Post originally by Cedric Chin at 2005-02-07 21:23:16
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That's actually a great idea. As a AD&D grognard, I wasn't too wild about the complexity of D&D. The Basic Set rules aren't as complex as D&D 3.x, yet are much better ("simulationist") combat rules than AD&D.
The miniatures of the Basic Set are great, and the templates are high quality, yet you don't have so many of them you have to organize them. Plus this is the **only** D&D miniatures product with a fixed set of mini's.
Personally, I enjoy low level adventures very much. There's enough danger that players fear their lives. Players prefer to think and solve problems, rather than absorbing damage.
And at $25, this Basic Set still costs less than **one** core book.
Post originally by Cedric Chin at 2005-02-07 21:27:00
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AoO isn't explicitly in the Basic Set. I think it's a mistake in the review to say the Basic Set uses AoO. Rather, like the reviewer of the 3.0 D&D Basic Set, I would say that 3.5 D&D Basic Set has rules which D&D players would recognize as being AoO. For example, if you're in combat and move more than one square, your opponent gets a free attack. That's AoO alright, but the Basic Set doesn't call it that.
So, in a way, Basic **does** get rid of AoA, and other rules that get in the way of fast play. (No concentration checks b/c spellcasters **can't** cast spells next to their opponent!) I'm looking forward to the Expert Set!