I always have wondered why people have made such a fuss over the AD&D goldbox games when there are clear superior examples of AD&D games such as the Dark Suns, and the Buck Rogers games blew them out of the water and no one mentions them or has even played them hardly ever.
How are they superior?
Dark Sun 1 & 2 attempted to add some depth to AD&D by adding the psionics abilities and the materials to weapons and material restrictions. Also, it didn't have a Ui that was 5 years outdated when the first game came out.
On paper I guess the DS games are better, but in practice I still prefer the GB games due to the better combat system. The DS games were more well rounded, while the GB games were more specialized. The first DS game also suffered from being too unblanced; too easy most of the game (so easy I never bothered to learn all the spells) and the end battle comes as a bit of a shock..
The Buck Rogers, using the GB games engine, did have the shit outdated UI, but it also had a ton of depth in chargen and chardev, a very interesting rock vs paper vs scissors itemization system, various rpg systems utilized often, original stories, far more indepth combat, etc.
Really? "Far more indepth combat"? BR lacked spells, but substituted some of them with items. Skills hadn't much impact in combat and there was no opportunity attack rules. I'd say the fantasy version of GB combat had an edge, and what eventually killed my will to finish the second BR game was the need to reload your "Wands of Fireballs" (Grenade Launchers) after each battle, or start the next battle with no "Fireball" if you forgot.
Since the GB games had the very rpg-lite AD&D system with the very basic chardev and combat system of AD&D any game that put a little functionality into the UI and chardev naturally is a batter game by definition, which means the Neverwinter modules for the GB games blow them all out of the water since they are based on a much more indepth chargen and dev system and have much more advanced UIs and itemization systems.
Just like the Infinity Engine games, right?
I played at the time and a couple times since, and played a couple I didn't play back then that came out recently on GOG, and I do not remember attacks of opportunity in these games. I clearly remember the most simplistic and sophomoric combat system on par with checkers, and this is when I was a little boy with a little stupid boy mind. It could be that the combat was just so simple and basic I never needed to move anyone out of grid slot with a melee character to provoke an AoO.
And as a counter to your grenade launcher example I will remind you that if you forgot to rest in the GB games you didn't have fireball. I would much rather reload a grenade launcher between battles than rest. Actually, I would rather have high sustained damage and forgo any combat prep or consumable usage through good party building, which is possible in BR and not in the GB games since your party is built after chargen for the most part with a strick linear, no choice chardev.