The actual difference between Basic and Advanced
In short: Basic favors direct application of role-playing over tactical density, Advanced favors tactical density over direct role-playing.
A hot take: 2e is not an advanced game, simply because the tactical density was severely reduced as compared to 1e.
Perhaps neither of these are shocking discoveries, but I haven't seen this point made anywhere else.
A longer explanation:
I have often thought of why AD&D is called Advanced. The first, and most obvious, answer is that it is more complex, and while, yes, AD&D is more complex, this doesn't fully fit what AD&D (1e) is exactly. Because, one should think, needless complexity would tend to ruin a game.
For a long while, I was stuck, specifically I was stuck on one element of AD&D which seemed to be relatively needless: the weapon vs. armor table. This table:
It just didn't click. Why was this necessary?
Until I realized something: Despite the complexity involved, I want to add this to my game. At first it didn't make any logical sense, as it seemed to go against my ideals in game design. But it did offer something I lacked, and that was a way to make each and every weapon truly different.
Tactical Density
My theory, as it stands, is that this table does not stand for the problems which exist in AD&D1e, but rather it shows exactly what the game has to offer in comparison to Basic.
The Advanced game is not designed to be needlessly complex, but rather to be sufficiently tactically dense.
In this case, I would define tactical density as: The number of meaningful choices being made (by the players) relative to the game at large.
This is not to say that it abandons role-playing, either in part or in full, just that it tries to make every choice have meaningful impact on the game. To make it so that the choices made by the players have consequences is, I feel, is an eminently good thing.
The fact that, as a character, your actions have consequences (just as in real life) needs to be ingrained into the head of every player, from the very start, until it becomes second nature.
The hope then, is that, being immersed in this way of thinking, and indeed the Advanced style of play providing no escape from it, the players will have no choice but to play the game as if their characters were real people.
It is a big hope, and AD&D isn't perfect, but, as far as I know, there is no ttrpg that has gone further with this idea.
My Weapon vs Armor Table
My one objection to the original list is that it doesn't go far enough, so I compiled the above table. Now the impact of what weapon the player chooses is so extreme that it cannot be ignored. If this is a good thing or not remains to be seen. Or just use a partisan.Be seeing you.
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