DND v1 (Basic, Expert, Companion, Master)
Pro- Few rules (flexible to interpret)
- Basic settings (simple & unique abilities)
- Highly defined racial roles (Halflings, Dwarves, & Elves). They support their racial community & create unique products.
- Weapons get more effective as it is used more.
- At level 9, characters settle & build cities. This is a natural progression that they have exceled in the world & become leaders in their community.
- Characters have a unique epic path (creating & using minor to major artifacts).
- All monster strengths are compared to character classes & power levels (ex: Fighter 4).
Con
- Fighters are overpowered in melee
- Rogues have little to contribute. There is so much focus on theivery skills, most has to do in secret with no alternate roles.
- Druids have little to contribute. There is too much focus on Weather events like Control Weather.
- Wizards spells don't scale well. A Fireball (spell level 3) can blowup a whole town. A Meteor Swarm (spell level 9) is weaker damage. They are very weak melee fighters for the begining of their careers (at least to level 5).
- Clerics at spell level 9 have a Wizardry spell. So they can cast any Wizard level spell. This defeats the purpose of class seperation.
- Artifacts can be overpowered & breaks the game system as they become more invulnerable.
- Monsters are what they are. There was little to edit or modify monsters (more or less powerful).
Looking for updated materials that mimick DND v1? Look at Basic Fantasy. It is quite comprehensive! I think it is a good system to get introduced to role playing game systems (I prefer more moden systems, but at its core, it does a lot of things right).
http://basicfantasy.org/