I have a vision of the future. I'm sitting in my nice leather chair. I've just read two editions of GURPS back to back. And my brains are leaking out through my ears.
Reading the D&D Rules Cyclopedia so soon after the individual boxed sets wasn't quite that bad, but it gives me a horrifying glimpse at what awaits me.
But putting that aside, I have to say, this book is . . . good? Bad? Goodbad?
It's one-volume D&D. Everything you need for a game - player abilities, DM advice, monster stats - in a single book that you could sit down and read over the course of a couple of afternoons. I may be missing some obscure product, but it is quite possibly the only version of the game ever released that lets you do that. So the very fact that it exists is incredible.
It's just, this version of D&D, it's . . . I don't want to say "bad," but I'm at a loss for a similarly simple word that means "inconsistent, filled with ad hoc rules, and a poor fit for emulating the heroic fiction that inspired it."
Of course, that was my key observation on the first go round of BECM D&D. So, the worst thing you could say about the Rules Cyclopedia is that it doesn't dramatically improve the material it compiled. It does streamline things a bit. It's easy to underestimate how much of a benefit it is to just have all the rules for a particular character class in one place, but it does help both comprehension and flow. And some of the more obvious missteps have been corrected. For example, it now advises thief characters to not steal from their party. And it is no longer canon that apes can become wereseals.
The parts I was most interested in are those from the Companion DM's book, which I inexplicably do not own. There were some monsters, some magic items (including the demihuman relics, which all seemed to produce some obscure method of transportation, for some reason), but the biggest contributions were the mass combat and dominion management rules.
Which, I'm glad they're included, but I'm even more glad that I won't have to use them. Mass combat basically involves sitting down with your friends and doing algebra for 20 minutes (if you're lucky) and dominion management is not dynamic or interactive enough to be worth your time (it actually suggests that staying in your dominion, ruling in person, is likely to increase your chances of a coup, so that's a pretty sick burn).
In theory, I really like taking these high level things out of the realm of DM fiat and making them objectively influenced by character stats and actions, but ultimately, what I want is something that will model the interstitial narration of a historical epic (". . . and in the year of the lion, the Ochre Horde advanced on the capital, but Lord Horence was too far away to rally his forces, or was he . . .") without getting bogged down in too many corner cases or exceptions.
Maybe it's not an attainable goal, and I certainly don't fault the Rules Cyclopedia for not pulling it off, but it does kind of exemplify both the strengths and weakness of this edition - everything is included, allowing you to tell fantasy stories of any scope or scale, all with one book . . . but the price is that it's all just a little bit crummy.
Overall, though, I think I'd take it over AD&D, which - hell, I'll let the Rules Cyclopedia's conversion section finish this thought for me - ". . . often has a more detailed rule that includes more variables, allowing it to cover situations in much greater depth."
I mean, good gods, at least we dodged that bullet.
UKSS Contribution - This pretty much had to come from the monster's section, and there were some pretty good choices, but none that quite had the charm of Sasquatches. I'm pretty sure they were in either Basic or Expert, but the Rules Cyclopedia introduces a new rule here - they can sometimes be spellcasters. Specifically, they can reach up to level 4 as druids.
Now I'm picturing a whole community of gentle, hippy Sasquatches, living in harmony with nature and hiding from the rapacious industry of the hu-man with the aid of the forest spirits.