The objective: to combine every edition of the game into one single super edition, where the rules, characters, spells, monsters, and everything else from every edition are combined at the table to create the perfect seamless dnd experience. I mean, we have the books, so why not use them? The players can choose whatever character class and race they want from any edition, or maybe even create their own. I trust them, and we will work together, dm and player, to fit them into the rules framework of the game play. There can be character sheets from multiple editions around the table.
Rather than creating arguments by introducing so many seemingly contradictory rulebooks into the game, breaking down the walls between the editions should bring a return to agreed consensus rather than dissent. Rules questions will be discussed at the table with an eye towards realism, i.e. what would realistically happen in such a situation, and then the dm (that’s me of course!) will decide how to proceed, with the caveat that the rule won’t be finalized until the following week, giving us time for further deliberation. The final rule will be recorded for posterity. (That’s here!)
The interesting thing about this method is that I have been actively fighting it since DM’ing third edition, and it has gotten even worse into fourth edition. Basically my brain is a boiling brew of all the rules of all the editions. (+0 charge, +1 charge, +2 charge, etc.) I am going to embrace the madness, and my brain will act as a spaghetti strainer to sift through the rules during play, and the best mechanics should naturally rise to the top. Acding Mentos will cause the top of my skull to explode showering the players with pure essence of Every Edition.
In order for this to work, it is necessary to start with the basics. The first session of the “Every Edition” campaign may merely involve the most basic concepts: ability scores, hit points. Each session will add further complexity: class, race, armour (class), weaponry, spells, skills, monsters and magic.
The new campaign Adwarf Littler and the Iron Wall will mesh perfectly with this style, as the players will start out as 11 year old children entering Hogwarts Wizard Schhol during WW2, then they advance to 0 level races, then aquire classes as each year as a student passes. They play will switch between ther “real world” (you know – the one where Hogwarts exists) and the fantasy D&D world where the players are the same children yet different races and classes based on their wishes and their House.
The most basic rules, the action economy during an encounter, will focus on each character (and monster) having a main action, and an optional minor action. An attack, a move, using a skill, casting a spell, are main actions. Opening a door, quaffing potions and sheathing weapons are minor actions. A few exceptions to this rule are the charge (move + attack at end) and the double move (run!) A character gets one action point per day, which can grant them an extra main action either during their turn, or at any other point in the encounter.
This encounter economy is an amalgam of all the main editions. Gone are the combination of any move action with any standard action, leading to characters doing wildly different things in a single turn, and also slowing the speed of combat. I try to run short to medium length combats, devoting more time to description and dice rolling, rather than studying tactical maneuvers. That is not to say strategy and tactics ar enot important – they are more so than ever. Overcoming an enemy by maximum appliation is well and alive – it is the minutiae such as counting squares that I mean to minimize in favor of cinematic awesomeness.