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    Anissa Holmes – Bootcamp of Commercial Acceleration


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Dungeons and Dragons – What are the differences between Holmes, Moldvay and Mentzer D & D?

  • 1973: D & D Grain Box. (Effective date of publication early 1974)
  • 1974-1976: supplements go out for D & D
  • 1977: Holmes brings together the "basic" set by incorporating some of the supplements 1 and 2 into the rules. White editions of the original rules sold under the name of "Classic D & D", ad AD & D.
  • 1977: AD & D begins to appear, the MM being published first.
  • 1981: Moldvay simplifies the rules and adds some innovations. He seems to ignore supplements 1 and 2, with the exception of the variable damage caused by the weapons.
  • 1982 or so: Cook extends Moldvay with the game Expert; D & D is divided into two paths, Classic D & D is no longer available.
  • 1983: Mentzer revises the Basic and Expert sets by firmly integrating the Moldvay changes and creating a different look for B / X than the AD & D look.
  • In 1990, the game was extended to basic (red), expert (blue), mate (teal), master (black) and immortal (gold) boxes. Companion adds subclasses inspired by AD & D, Master adds mastery of weapons. Immortal allows the PCs to go up essentially to the deity.
  • 1991 Black Box Basic – Denning rewrites the Mentzer rules for levels 1 to 5 and puts them in a big box with cards, mini paper and dice; Allston cleans and gathers the basic rules, expert, companion and master in Cyclopedia, making errata corrections and restating many things.
  • 1992 Wrath of the Immortals – Allston completely rewrites the rules of the Immortals …

All but Holmes use simple stat mods; classic has AD & D style mods in Supplement 1. All have variable weapon damage, some optional; Classic, Moldvay, and Mentzer all have 1d6 damage for all standard weapons. Alston and Denning use variable weapon damage as standard.

original or classic D & D: levels 1-10 +, fighter, mage, cleric. All weapons make 1d6 life (this line is missing at least one). All hit the dice in d6 with mods; completely restart each level of HP. Races are not classes.

Note: sometimes called "Little Brown Book" or "Little White Book" D & D.

CD & D with Supplement 1: add thief class and subclass paladin fighter, type HD by class and 1 HD per level, asymmetric static bonus tables (used later in AD & D), damage by weapon type instead of all make 1d6, modifiers to hit weapon throws vs specific armor types …

CD & D Supplement 2: add monks and assassins. Add more things, too.

CD & D Supplement 3: add druids and demons (monsters)

Holmes Basic: I do not have a copy; no detail I can check. He used some of the static effect tables in Supplement 1.

Moldvay Basic: Introduces courses based on race; Base Levels 1-3, Fighter, Magic User, Cleric, Theif, Elf, Halfling Dwarf. Covers only dungeons.
Cook expert: adds levels 4 to 12, the rules of travel in nature, more monsters.

Mentzer Basic: same classes and focus as Moldvay; different writing style, some errata-erratic changes.
Mentzer Expert: Same goal as Cook; Levels 4-14, only Mentzer is defined as a single volume.
Mentzer Companion: Levels 15-25, Clan Relics for Half-Humans, Add Druids, Paladins, Avengers. Property rules and war machine. Adds a variety of NPC specialists. Rules of combat without weapon.
Mentzer Control: Levels 25 to 36, rules of arms control, dimensional movements, planes. Introduces the quest for immortality.
Mentzer Immortals: Levels Immortal-1 to Immortal-36, more about dimensions, a lot of things.

Denning Basic: BIG black box (18x12x4 inches or more) Levels 1-5, 1st version without "All weapons make 1d6, but you have option for polyhedrals", using only damage by weapon type. Concentrated dungeon. Otherwise, very comparable to the editions Moldvay or Mentzer.

Allston cyclopedia: covers everything like Mentzer through Master. Like Denning, no "1d6" option. Adds the general skills of the Gazeteer and Hollow World module series.

Allston Anger of the Immortals: complete rewrite of Immortal rules; works differently in many ways, includes a campaign adventure for immortals and non-immortals (both sides of the same story!). Covers more details on multiverse and aircraft, covers levels I1 to I36 and explains how to become immortal.

Advanced D & D for clarity: Advanced D & D starts with almost all supplements 1, 2 and 3 incorporated into the Player's manual and Dungeon Master Guide. It uses asymmetric stat modifier tables, weapon-based variable damage, no racial class, includes classes Combatant, Cleric, Thief, Mage, Ranger, Paladin, Monk, Assassin and Druid, as well as a great class of Bard . It included Supplement 3 psionics rules in an appendix and was revised by Gygax from the Classic and Holmes databases.