I think it's worth getting because it is probably top 3 for RPG's for the turbo grafx.
If you don't count the CD games, it's the ONLY hardcore rpg for the TurboGrafx!
(OK, maybe Double Dungeons too
I can at least vouch that it's still fun and playable for non-D&D nuts. I know that if I'd read some of these posts about "rules" before ever playing it, I'd be intimidated about trying the game.
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Off the top of my head, here's the rules that aren't touched on in the manual: (There are some rules I can't tell if they actually programed into the game, they are marked with a *)
1)When you create your characters, ability scores start doing good things when they get above 13-15. 18 is the best. High dexterity lowers your armor class and improves you chance to hit with missile weapons, str=more damage, better chance to hit in melee, Con=more hit points, Int=Mages and elves memorize more spells*, Wis=same thing but for clerics.*
2)You need magical weapons and spells to attack Devilswine, undead more powerful than ghouls and maybe some other monsters.
3)Armor slows you down, especially plate mail! Your character won't move as far in battle.
4)Elves can't be charmed*
5)Dwaves and Halflings move slower than humans but dwarves are more resistant to magic and halflings can pick pockets and hit more often with missiles.*
6)Magic wands and staffs have a limited number of charges before they vanish. This makes them foolish to buy until you've purchased all of the weapons and armor available.