We continue where we left off in part I of our article series where I talk about past editions of Dungeons & Dragons and why you may consider playing them even today. In today’s article, I will cover my take on 1st edition BECMI (Basic, Expert, Companion, Master & Immortal) rules and 2nd edition Advanced Dungeons.
Enjoy the article!
1st edition BECMI D&D Rules
In our first article, we talked about 1st edition Basic & Expert, a rule system that was intentionally easy to learn and run, designed for new players, but there was a wrinkle in the plan. Despite its design goal of being an introduction to D&D and an entry point to Advanced D&D rules, the B/X system took on a life of its own. Not only because it gained its own following but because despite any effort to make it new player friendly, the game was obscenely difficult to be successful in as players with some of the toughest challenges and heavy-handed death rules to exist in any version of D&D (0 HP = Dead).
The game was ultimately adopted by a community that went from newbies trying to learn the game to seasoned gamers who preferred Basic & Expert to Advanced Dungeons & Dragons and didn’t want to switch. Instead what they wanted were more robust rules sub-systems that offered more coverage within the framework (B/X) they were accustomed to.
There were other reasons for B/X to be continued and expanded on which related to legal matters in TSR that involved the franchise name, who controls it, and who collects royalties on the D&D name, but we are not here for a history lesson, rather we are here to talk about the game itself.
With this growing community of Basic/Expert rules players wanting something more robust, but unwilling to switch to the AD&D game space, TSR started producing more advanced rules for the B/X system, in a sense creating advanced Basic/Expert D&D. TSR in the 80’s was a confusing time.
There was a total of 3 additional supplements that expanded the game starting with the Companion set, then moving to the Master and Immortal sets. Each new set added new rules complexity as well as addressed the required adjustment needed for previous sets to accommodate higher-level play (longer character progressions). By the time they finished releasing these 3 new supplementary rule sets, the maximum level for characters was a whopping 36th level!
All five sets (Basic, Expert, Companion, Master & Immortal) were later released in a single-volume book called The Dungeons & Dragons Cyclopedia and this earned the system which was seen as separate from both B/X and AD&D the name BECMI.
BECMI was in a lot of ways very similar to the 1st edition B/X rules but unlike B/X it was actually a much closer match to AD&D itself in terms of rules coverage. It was a bit of both but it was modular which meant that unlike AD&D it was designed specifically so that you could use some or all of the companion rules, picking and choosing the mechanics that you liked or were relevant to your campaign and excluding those that weren’t.
While there were several very notable subsystems that were added to the basic and expert rules, BECMI ran and played very much like the standard B/X system.
The Companion Set added rules for elements like unarmed combat, the creation and management of strongholds (Dominion Rules) which coincided with the increased levels of character classes possible, capping off at 25th level. This of course meant that spell-casting characters had access to higher-level spells which are also included in the companion set, as well as all the amenities needed to accommodate higher-level play (hit points, saving throws, etc..)
One important addition of the companion set was the addition of new sub-classes which for the 5th edition crowd should sound familiar. You might think 5e invented this concept, but the truth is that sub-classes is actually a 1st edition D&D concept, arriving with the companion set.
Clerics that reached 9th level could choose to become a Druid sub-class which came with its own benefits including new spell lists for the Druid class.
This wasn’t the only new sub-class option included as each class after reaching 9th level had some sub-class options, though when the companion came out it was only the druid that was identifiable as a fully-fledged sub-class.
Finally, the companion set gave us mass combat which worked with the dominion rules and the henchmen, hirelings & follower rules of the base sets. It also expanded a great deal the types of adventures that were created for the system, notably some of my all-time favorites like Test of the Warlords which made full use of the companion set rules.
The Master set was perhaps the most important addition to the increasingly more complex format that became BECMI. Aside from more growth for all classes, capping out at 36th level, the master rules brought quite a few new optional and expanded rules that in many ways made this a more advanced game than advanced D&D.
Weapon Mastery was probably the most widely appreciated element of the Master rules, though equally the most complex set of rules. It created what is even to this day one of the most robust melee and ranged combat systems for warrior classes available for D&D, in a sense fixing all of the complaints about the power levels of late game fighter and melee classes in general. It allowed characters to acquire unique fighting styles and moves, improve the damage with the weapons they used and allow them to be quite competitive with classes like the Magic-User and Cleric on the power scale.
Additionally, we got rules for Siege Equipment and running sieges, a natural extension of the mass combat and dominion management rules found in the companion set and much appreciated for those of us that didn’t shy away from the expansive kingdom management content available for the game by this time.
There was lots of good stuff in the Master rules, in fact, of all the things added to the basic/expert rules, this was it was the Master rules that really filled in the finishing touches on gaps typically found in D&D games. Things we often ran across like players wanting to raise armies, build castles and conquer lands that just weren’t in any other D&D system at the time.
The final set, The Immortal rules in essence did two things. It explained where gods come from and it defined the concept of ascending to a higher plane of existence as a player, aka, becoming a god yourself.
It was an interesting read but to be honest I have never met anyone who played a D&D campaign so long that they achieved 36th level let alone having a need for rules on how to become a god. It’s a cool concept but really lacked purpose in your typical D&D campaign.
One cool thing in the Immortal set was descriptions of various immortal gods and this lore I always found to be quite useful for inspiration. From Orcus to Demogorgon, the Immortals book gave you some really great lore for your fantasy campaign.
The final book, The Rules Cyclopedia was mostly known to be a consolidation of the rules found in the BECMI sets, but under closer inspection, there are quite a few things that were unique to this book not found in the other companions.
Several sub-classes were added including the Mystic, a sort of Monk as well as variations on the fighter like Paladins and Rangers. At the time I don’t think anyone really considered these missing elements of the game as AD&D was fully compatible with BECMI so if you wanted to play a Ranger for example you could just use the one in AD&D as written. Still it was nice to have all the classes available in BECMI consolidated in one book.
The book also included a lot of corrections and frankly, it was much appreciated as there were quite a few quality issues and conflicting rules in the original BECMI companion books which are corrected here. Most notably the Rules Cyclopedia gave explanations and maps for The Known World, officially named Mystara at this point further solidifying BECMI’s rule system as a foundation for the setting. This was later further expanded on by the Mystara Gazetteers, a book series that dove into the details of the setting, notably including several new classes and character options for players with each book.
The Rules Cyclopedia to me is a foundation book for D&D in general as many of the rules sub-systems like Mass Combat, Sieges, Dominion Rules, and Weapon Mastery system are completely system agnostic. As such, there is a lot in this book that can be used with any D&D system, past and present and despite the age of these rules, they are still the most applicable and thorough rules on these subjects, far more expansive, detailed, and usable at the table than any others that came before or since. The Rules Cyclopedia is only second to the 1st edition AD&D DMG as far as D&D resource books go in my opinion.
Collectively what made BECMI a premier version of D&D was how well it covered every aspect of D&D play. No matter what your players wanted to do, this system had your back with clever mechanics, clear rules and though quirky at times, great system-agnostic sub-systems that have really stood the test of time. Like AD&D, taken as a whole it’s quite robust but unlike AD&D, it is a very modular system so you can start out with Basic rules and simply add supplements as your campaign matures and you have new requirements.
Why Play It Today?
I’m biased, but I have to say it, why wouldn’t you play it today? BECMI to me, no matter what aspect of D&D play you look at is one of the most effective. flexible and straight-to-the-point D&D systems available today. It eases you into the game one step at a time, and grows in both complexity and depth as you proceed into higher tiers of play, while remaining very easy to balance and extremely playable even at really high levels.
If you are like me and you want to run a D&D campaign as a lifestyle game, one that goes on for years and years, most D&D systems really can’t do that well while keeping character progression as a constant in the game. In particular in modern systems, but even AD&D, once you reach a certain level, usually around 6-10+, the game becomes unwieldy. Characters become too powerful and trying to create balanced gameplay becomes impossible. With BECMI your characters can be 25th level and they can still die at the hands of a Goblin horde, the game never ceases to be dangerous or challenging.
Now I will grant you 36th level is kind of overkill, I can’t even imagine how long of a campaign you would need to run to reach such heights, but the sweet spot, unlike most D&D games, isn’t between 1 to 9th levels. This system continues to be extremely useful while remaining challenging even at the highest tiers of play. I have personally run campaigns for BECMI that reached as high as 25th level and the game remained every bit as good as it was at 1st level.
The thing however I find most people enjoy about the game is that it is so universally applicable and adaptable as a fantasy adventure platform for RPG’s. While at its core is a setting, Mystara, the troupes found in this system are extremely flexible and modular. It really doesn’t take much effort to come to conclusions on how one might adapt this system to other settings and because it is compatible with 1st and 2nd edition AD&D as written, by association you have most of the major D&D settings compatibility built in.
This has been my system of choice for D&D fantasy adventure for decades, its harshness and focus on resource management as well as its presentation is a great foundation for Dungeons & Dragons. I have played all of the D&D systems pretty extensively and I enjoyed those games, but whenever I think about running D&D, this is the one system that really speaks to me. To me this is real D&D.
Now the question isn’t why would I play the game, the question is why would you. I think the best sales pitch for this game is that its universally agnostic and modular. You can take this system as a DM and mold it in any way you want, including adding rules from other D&D systems, and without changing a word use those systems without issue. In a sense, BECMI is universally compatible with all D&D editions that came after it with perhaps the only exception being 4e.
Hands down the best version of D&D in my opinion… period.. no discussion.
2nd edition Advanced Dungeons & Dragons
2nd edition Advanced Dungeons & Dragons had some pretty big shoes to fill after the explosive success of 1st edition, but it also had to contend with some of the fallout of the satanic panic and the many complaints from the player base about the inconsistency and quirkiness of the 1st edition AD&D rules. It was a game born out of the need for correcting the past.
1st edition AD&D was really complex and 2nd edition AD&D really entered the scene with an attitude that while it would be backward compatible, which I think it very much was, it was also going to be considerably easier. TSR I think wanted the game to be a bit less Advanced and perhaps this was because they wanted to consolidate the two forms of D&D that existed at the time BECMI and AD&D under one roof. It would also be the first edition of the game that would be created without Gary Gygax’s influence for better or for worse.
With that as a framework 2nd edition AD&D I think was very successful in what it wanted to achieve but not particularly successful as a product. A lot of the issue with this version of the game had to do with the declining quality control at TSR which was starting to flounder as a company. By the end of the 2nd edition run, TSR was basically bankrupt. I would argue however it was not the fault of the game system so much as the company running it.
AD&D 2nd edition had three core elements that actually made it an evolutionary step up from its successor.
For one, it was considerably easier to run. The rules were more digestible, easier to understand and far more consistent. It was still a system that relied heavily on adjudication with rules still having that “up to interpretation” style of writing more often than I think it should have but it was still a very broad system with great coverage and far fewer restrictions. Unlike 1st edition you really could run 2nd edition AD&D RAW, there were many rules and many moving parts as such you would not typically use the system in its entirety but thankfully the system made a clear distinction between rules that were core rules and those that were optional. This modularity was an important feature of the game.
In fact, it’s modularity that really defined 2e AD&D, a concept of the system that would be regrettably abandoned in future editions to the detriment of the game. At this point, D&D had established itself as a game that could be run in a wide range of styles with a really wide range of player preferences, so having a huge chunk of the rules be optional was a really great aspect of the game that allowed all of these styles to live harmoniously under one system. Less fuel for table arguments, it was understood that the DM would decide which optional rules to or not to use.
The second thing that made 2nd edition really great was the “Complete X” book collection which brought in a concept called Kits that allowed for really far-reaching character customization. These books were largely theme-based class option books and there was one book for each class which made 2nd edition AD&D a game system with a much bigger broader character creation element than we had ever seen before with a bigger focus on the narrative of the character rather than strictly mechanics, even though it was actually quite mechanical nonetheless.
These kits not only gave you many examples of the unique handling of different classes but gave you the tools you needed as a DM to create your own custom kits to serve whatever setting or story you were working on. Now I will say these kits often had poor balance, there were clear winners and losers here, but D&D at this point was still very much an “up to the DM” focused game so it was natural for DM’s to see any mechanics in these books as “here is a cool idea, use it if you like it, change it if you don’t”.
This principle continued in other rules expansion books like the Tome of Magic, Player Options: Skills & Powers and Player Options: Combat & Tactics. These books were actually poorly received which should have been a warning sign to future editions as much of what would become 3rd edition Dungeons & Dragons were based on these books.
Personally, I always liked these books, in the same way I like the Complete X collection, they were inspirational and optional rules that with a bit of DM intervention formed some great core mechanics that allowed the creation of many unique styles of play.
The final thing that made 2e AD&D really quite special was the fact that the game for the first time in the history of D&D considered magic-users and magic, in general, an intrinsic part of the game. It was clear from previous editions that Gary Gygax did not like Magic-Users or magic in his game and it really showed in how he treated them. With 2e AD&D, TSR made magic & magic-users fun, versatile and diverse. You could play specialist mages like Necromancers and Enchanters, the spell system and spells themselves had far broader effects with a lot of narrative flare and perhaps most importantly you had more diversity in spell-casting classes.
I have always felt that 2e AD&D was a clear and much-needed fix for 1st edition AD&D. Today, without question if I was going to run AD&D in any form, it would be 2nd edition. In fact, I would argue that objectively, even though I prefer B/X and BECMI, 2e AD&D was the best of the TSR versions of D&D. It’s a very robust, very modular and very flexible system. It got a pretty bad wrap largely because of terrible mismanagement of TSR and probably could have been a much better system if quality control was a bit more stringent but it was the last system that we would see that was actually backward compatible with classic D&D content and so for many, it is the final version of true and real D&D.
The D&D franchise would be purchased by Wizards of the Coast after 2nd edition and through this act, the classic era of D&D was over.
Why Play It Today?
For me personally 2nd edition Dungeons and Dragons is a great system because it’s quite easy to run, has fairly clear rules while retaining that classic D&D feel. Now like all the classic versions of D&D that came out of TSR it is a mechanically flawed system, there is no disputing that, but its philosophy, its concept, its spirit as a D&D game is beyond reproach. It is D&D as it was meant to played, as it was designed to be experienced.
To me everything that followed starting with 3rd edition was an improvement on how D&D works mechanically, but in those mechanical evolutions a hole was punctured in the spirit of the game and it would turn out to be a major over correction where mechanics became favored over philosophy and concepts of the game missing the point of the many expanded concept introduced in 2nd edition AD&D. The soul of D&D would soon be diminished and by 4th edition D&D totally abandoned.
I say this here because 2nd edition was probobly the best game mechanically that TSR came up with, meaning, it had the cleanest gameplay, it was the best mechanical version of D&D that still retained the spirit of the game.
For modern gamers this is the edition I would actually recommend if your curious about what people mean by “Classic D&D”. Sure you will find some of the mechanics a bit quirky but it will be familiar, it will make sense, you will know how to play intrinsicly if you have played modern versions of the game. Mechanically its all here, even as flawed as it may appear to you (because it actually is flawed), but you will get to experience the classic nature of the game, that gritty D&D spirit that really doesn’t exist in modern editions of the game.
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