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Differences between editions?
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Guardian_A
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PostPosted: Mon Nov 26, 2012 1:39 pm    Post subject: Differences between editions? Reply with quote

This is mostly a question between 2nd ed and R&E. But I'm throwing 1st ed into the mix just to make the discussion more complete.

Ok, I have all three editions of the core rulebook: 1st edition, 2nd edition, and 2nd edition Revised & Expanded. I know there are some pretty major changes between 1st and 2nd edition, but I remember back when R&E came out, the group I was playing with at the time made the transition flawlessly.

For years, I've been picking up copies of R&E and giving them to the people we play the game with (+20 copies since it came out). As time has gone on, many of those people, along with their copies of the book have moved on. At this point, our group has access to 7 copies of R&E (Three of those are mine.) Add to that the fact that the R&E book has been increasingly difficult to find at a reasonable price, and I'm starting to look at other options. If the differences between 2nd and R&E arent too staggering, I may start hoarding the 2nd ed books the way I've been doing with the R&E book in the past.

What changes were made between editions? How did those changes change the way the game played? And while we're at it, what's your favorate edition and why?

My faorate? R&E! Because its a nice looking book, and it "feels" more complete than ealier editions.

PS: I know the Adventure Journal #11 has an"Upgrade", but it looks like its mostly clarfications, with few real rule changes.
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Ankhanu
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PostPosted: Mon Nov 26, 2012 3:36 pm    Post subject: Reply with quote

I still largely prefer 2e; never played 1e.

Main differences that come to mind between the two are scale modifiers, 2nd wound allocation, and the introduction of reaction skill rules, allowing people to dodge and parry without declaring ahead of time. The reaction rules are something I never really got along with; scale changes and the second wound were fine, and didn't change things TOO much.
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cheshire
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PostPosted: Mon Nov 26, 2012 5:07 pm    Post subject: Reply with quote

If you search for a 2nd Edition Rules upgrade (a copy of which I think is hosted on the Rancor Pit website), you can find a complete list of the things they changed. The rules upgrade was made freely available upon publishing of the R&E so that people would not have to buy the new rulebook to keep playing. They could use their 2E, with the rules upgrade to have all the necessary rules for the R&E.
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Grimace
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PostPosted: Mon Nov 26, 2012 6:35 pm    Post subject: Reply with quote

R&E used a different scale method (as mentioned).
There were some minor changes in skills.
They incorporated the "Wounded Twice" into the Wound Levels
There were a couple of rules rewritten to clarify them better.

All in all, there's not much of a change between 2nd and R&E.

I will say that the R&E book is laid out better than the 2nd edition book, but I prefer the 2nd edition (Vader cover) book in both look and feel. I didn't make the switch to R&E when it came out. I continue to use 2nd edition, including the scale method. I have, however, incorporated the extra wound level from the R&E.
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cheshire
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PostPosted: Mon Nov 26, 2012 7:28 pm    Post subject: Reply with quote

Attractive design was definitely in the designers' minds when they revised the 2E. It's an attractive book that's really well laid out.

Oh, there are some very subtle differences in how they describe what to do with the how you handle a 1 on the Wild Die. Having spent so much time in the R&E, I'd hardly noticed it until I went to write an article on the subject.
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schnarre
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PostPosted: Thu Nov 29, 2012 12:20 am    Post subject: Reply with quote

...In 1st Ed., Scale was more of a potentially-lethal factor in combat (one of the main reasons I still use it). I also preferred use of dice for Speed as opposed to a number (except when Star Warriors was in use for combat). Capital Ship combat was brought out in 1st Ed (Rules Companion), & I think it still works best.
...This is just me, but I also find 1st Ed the most newcomer-friendly.
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Ankhanu
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PostPosted: Thu Nov 29, 2012 11:46 am    Post subject: Reply with quote

I LOVE the wild die addition moving to 2e. That possibility for success against all odds... and for catastrophic failure, really enhances the drama of the game.
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jmanski
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PostPosted: Thu Nov 29, 2012 6:01 pm    Post subject: Reply with quote

I agree. The wild die made even low-level opponents potentially dangerous. Also made high level characters prone to failure.
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garhkal
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PostPosted: Thu Nov 29, 2012 6:24 pm    Post subject: Reply with quote

And gave some great comedic moments!
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jmanski
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PostPosted: Thu Nov 29, 2012 7:20 pm    Post subject: Reply with quote

True dat!
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Whill
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PostPosted: Wed Jan 16, 2013 1:35 am    Post subject: Reply with quote

Someone relevant to this thread, I once numbered some of the ruleset variations. These are not meant to be taken completely literally (meaning the numerical differences are not supposed to be directly proportional to the level of change in rules).

0.1 ~ Ghostbusters
1.0 ~ 1E
1.1 ~ 1E w/ the 1988 Rules Upgrade insert
1.5 ~ 1E w/ Rules Companion
1.9 ~ Introductory Adventure Game (simplified R&E in the spirit of 1E)
2.0 ~ 2E
2.3 ~ R&E
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DougRed4
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PostPosted: Sun Jan 20, 2013 5:58 am    Post subject: Reply with quote

I've only really played R&E, but I also own the rulebook for 1E.

One thing I do find really nice with this game is that the older published products (say, for 1E) can still easily be used with the later version(s) (without requiring a lot of work on the GM's part).
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