What were the problems with 2 edition D&D?


3.5/d20/OGL

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memorax wrote:

Zagnabbit I think your being a little unfair to 3.5.

To be totally fair, you both took that to extremes - but I can understand why you did, in order to point out the original flaw in the post you were replying to.

It's also not completely a case of exaggeration - playstyle differences can also result in one system working better than the other for any given individual, just as they can also iron out the problems in both.

To illustrate - for me it's more like this:

2e:
PLAYER: Hey, can I do this?
Me: Sure *makes up some rule on the spot involving rolling against an ability with some arbitrary modifier attached*

3e/3.5/PF:
PLAYER: Hey, can I do this?
Me: Sure *makes up some rule on the spot involving rolling against a skill with some arbitrary modifier attached*

I don't slow down games to check for obscure rules if I can help it, no matter what game or what edition ;) I also believe in giving people a (even if it's very remote) chance to succeed at pretty much any physical task, even if there's a feat/skill/ability for it that they don't have.

memorax wrote:


System Mastery to a certain extent existed in every edition of D&D now an then

Oh, absolutely. Back then it was a lot easier to work that stuff out in your head in a couple of minutes while today there's far more reward available from investing the time in working things out with a spreadsheet, but it's certainly always been around. We've had it ever since the first player faced a choice and took the time to figure the overall difference between getting an extra +1 to hit versus an extra +1 to damage, or working out that if you perform action X before action Y it has far more effect than the opposite way around, or that choice A and choice B together have more synergy than any of the other paired options.

That's one of the reasons I prefer simpler rulesets to make players rely on their own "real world" tactical sense rather than on knowledge of the rules. I'd much rather a game made me think in terms of "attacking from there is good because I'll be on higher ground" than "attacking from there is good because it gives me +2 to hit", for example. I know attacking from higher ground is a good thing, and I don't need the rules to tell me that, just to reflect it after I've made my decision.


zagnabbit wrote:

@ JoeJ,

I think that's the second part of our wistful remembrance of 2nd Ed.;
Player: "Hey can I do this?",
DM: "yeah sure, why not?"

Now: it's more like.
Player: "I want to do this"...
DM: "Do you have a feat in mind?"
Player: "Can't find one, do you know one?"
DM: "Write one up, or maybe I'll try too...."

The concept of System Mastery didn't exist back then. The 3.X game is one designed for Rules Lawyers. It's also designed for people who have to play with Rules Lawyers.

You're probably right. Fewer rules = more options if and only if the GM puts the story ahead of the system and is good at making stuff up on the spur of the moment.

Memorax wrote:

Player: "Hey can I do this?",

(checks books)

DM: "Let me get back to you next game as it's not in the rules. Or poorly explained or defined. Or in another book".

This is bad GMing in any system. If a player wants to do something and you can't find the rule right away, make something up and tell the players that the ruling applies for this session only.


Someone should start a campaign for fans of this classic game that is not PBP. You know, skype or something. Itching for some 2nd Edition and forum posting can't keep my attention for long.


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Matt Thomason wrote:
Kthulhu wrote:
All the pre-d20 editions were better balanced than 3.0, 3.5, and Pathfinder.
While I agree with that, I'd have to add that the complexity and sheer range of options introduced in 3.0 is the main cause of that imbalance. When you're dealing with a fairly static set of rules for a handful of classes, it's bound to be easier to balance than something that creates near-limitless combinations of possibilities.

Yeah, I'm not at all convinced that 3e and its descendants are any more imbalanced than what came before. Balance, in the modern sense, began with 3e. Not that 3e and its descendants always achieved balance, but it set balance as a goal in a way that D&D had never done before.

For example, 'The paladin's superior class features are balanced out by its tight role playing restrictions and the extreme unlikelihood of rolling high enough stats to qualify for paladinhood' is a joke statement by current standards, but before WotC, it was a legitimate concept of 'balance.'

Did 3e and its descendants achieve the balance that its devs originally hoped? Almost certainly not. But is it less balanced than 2e and earlier editions? At most I'd say that they're all balanced and imbalanced in different ways.

Liberty's Edge

JoeJ wrote:


This is bad GMing in any system. If a player wants to do something and you can't find the rule right away, make something up and tell the players that the ruling applies for this session only.

Well sometimes you can or can't depending on what needs to be ruled. It is made easier with clear and concise rules. Out if the two RPGs I found 3E easier to use and houserule than 2E.

Shadow Lodge

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The one thing that pisses me off more than anything else in these threads is the posters who are so utterly dismissive of other people's opinions that they say that no Body could possibly actually prefer pre-d20 editions to d20 editions without it being the product of nostalgia / rose-colored glasses.

No need to name any names....their posts speak for themselves. Might as well have an "Arrogant Twit" label next to their subscription lists.

Shadow Lodge

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Tequila Sunrise wrote:
Matt Thomason wrote:
Kthulhu wrote:
All the pre-d20 editions were better balanced than 3.0, 3.5, and Pathfinder.
While I agree with that, I'd have to add that the complexity and sheer range of options introduced in 3.0 is the main cause of that imbalance. When you're dealing with a fairly static set of rules for a handful of classes, it's bound to be easier to balance than something that creates near-limitless combinations of possibilities.

Yeah, I'm not at all convinced that 3e and its descendants are any more imbalanced than what came before. Balance, in the modern sense, began with 3e. Not that 3e and its descendants always achieved balance, but it set balance as a goal in a way that D&D had never done before.

For example, 'The paladin's superior class features are balanced out by its tight role playing restrictions and the extreme unlikelihood of rolling high enough stats to qualify for paladinhood' is a joke statement by current standards, but before WotC, it was a legitimate concept of 'balance.'

Did 3e and its descendants achieve the balance that its devs originally hoped? Almost certainly not. But is it less balanced than 2e and earlier editions? At most I'd say that they're all balanced and imbalanced in different ways.

Which makes it all the more sad that the edition where balance was a goal misses the mark so much more than a system where balance wasn't a goal.


bugleyman wrote:
I haven't read this whole thread, and obviously this is only my opinion, but here are things I disliked about 2e:

  • Lack of unified/rationalized mechanics: For example, descending AC, non-weapon proficiencies in which you wanted a *low* roll on the d20. IIRC dual-classing was stilla thing, "demi-humans" still had level limits, etc.

  • Missing mechanics: No half-orcs, no monks, etc.

  • Removal of certain thematic elements: In what was probably an over-reaction to irrational fears of Satanism, etc., references to demons, devils, etc. were removed.

On there other hand, there were a few things I really liked:


  • Art direction: Chain-mail bikinis aside, the art tended to show more landscapes, context, etc., and overall just seemed more inspiring (and less "dungeon-punk") that what was to come later.

  • Graphic design: I liked the clean layout with black/blue pages (but full-color pages sprinkled throughout).

Overall I think it erred on the side of "not enough" when it came to updating 1E, especially when it came to internal consistency.

Monks where in the complete Cleric hand book, they did have half orc where in the complete humanoid hand book.

Lack of unified/rationalized mechanics: seem the complaint that comes up the most. I seen it effect players new players, but after there 2nd or 3rd character it became a none issue. It really is just a learn curve of system mastery much like today. It is more then likely one of the reason for the fall of the system though. Because at natural method of thinking is that bigger is better. It been that way through out history, it why the wonders of the world were so large, why we build sky Scrapers, It how we determine value of stuff. It also why old Bibles that priest used to read during mass where so Big during the dark ages because people would believe the large book was more accurate or had more information in it. Rolling low or low number seem innately wrong and not good. It blows people minds.

Liberty's Edge

Faith & Avatar, Demi-huamn dieites, Powers and Pantheons also brought Clerics into their own in 2E. It's not to say one could not play a Cleric far from out. Yet unlike the other classes really were not that well definied. The Complete priest to me was a disappointment as a source book. I found it lacking compared to others in the series. Once Faith and Avatar was released I saw a lot more Clerics at my table.


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Kthulhu wrote:
Tequila Sunrise wrote:
Matt Thomason wrote:
Kthulhu wrote:
All the pre-d20 editions were better balanced than 3.0, 3.5, and Pathfinder.
While I agree with that, I'd have to add that the complexity and sheer range of options introduced in 3.0 is the main cause of that imbalance. When you're dealing with a fairly static set of rules for a handful of classes, it's bound to be easier to balance than something that creates near-limitless combinations of possibilities.

Yeah, I'm not at all convinced that 3e and its descendants are any more imbalanced than what came before. Balance, in the modern sense, began with 3e. Not that 3e and its descendants always achieved balance, but it set balance as a goal in a way that D&D had never done before.

For example, 'The paladin's superior class features are balanced out by its tight role playing restrictions and the extreme unlikelihood of rolling high enough stats to qualify for paladinhood' is a joke statement by current standards, but before WotC, it was a legitimate concept of 'balance.'

Did 3e and its descendants achieve the balance that its devs originally hoped? Almost certainly not. But is it less balanced than 2e and earlier editions? At most I'd say that they're all balanced and imbalanced in different ways.

Which makes it all the more sad that the edition where balance was a goal misses the mark so much more than a system where balance wasn't a goal.

Repeat your mantra as often as you like, but it's still debatable. By 2008, I had developed a lengthy list of house rules for 3.x -- and when I say 'lengthy,' I mean I actually called it my tome of house rules! -- but if I were to DM 2e again...well, I wouldn't, because I'd end up rewriting the game from the ground up. 3.x frequently misses the balance target, but 2e isn't even trying.


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Pathfinder Adventure Path Subscriber

The hatred spewed by some posters in this thread is saddening. It basically boils down to "stop liking things I don't like!" It's the same vitriol people spew about 4th edition.

Honestly, looking through my 2nd edition books, I don't think that I could ever really go back to it. It was fun at the time, and have good memories about it. I honestly feel, to me, that the d20 versions are better than the AD&D versions. I am not saying that if you feel differently than that, that you are stupid and should be slapped for preferring the AD&D versions of the game over the d20 versions.

There are things I enjoyed more about 2nd edition than the later editions, but overall I enjoy more about the newer editions than the earlier editions. What I enjoyed most about the earlier editions was what seemed to be people playing characters, not numbers. Personaly experience, but those around me went for what seemed fun and interesting, not what gave them the higher numbers. That's what I found the most fun back in the AD&D editions. I don't see much of that anymore, as those around me are all about the higher numbers.

That's one of the things I dislike about the d20 editions, the reliance and desire for bigger numbers.


Adjule wrote:

The hatred spewed by some posters in this thread is saddening. It basically boils down to "stop liking things I don't like!" It's the same vitriol people spew about 4th edition.

Honestly, looking through my 2nd edition books, I don't think that I could ever really go back to it. It was fun at the time, and have good memories about it. I honestly feel, to me, that the d20 versions are better than the AD&D versions. I am not saying that if you feel differently than that, that you are stupid and should be slapped for preferring the AD&D versions of the game over the d20 versions.

There are things I enjoyed more about 2nd edition than the later editions, but overall I enjoy more about the newer editions than the earlier editions. What I enjoyed most about the earlier editions was what seemed to be people playing characters, not numbers. Personaly experience, but those around me went for what seemed fun and interesting, not what gave them the higher numbers. That's what I found the most fun back in the AD&D editions. I don't see much of that anymore, as those around me are all about the higher numbers.

That's one of the things I dislike about the d20 editions, the reliance and desire for bigger numbers.

That's the biggest and most fundemental difference between the two, at least to me. Not that there weren't power-gamers and the like in AD&D and not that there aren't character driven players in 3.x, but AD&D really didn't have the "build game" as anywhere near such a thing as in 3.x. It was starting to drift that way by the end of 2E.

Building characters wasn't really a skill requiring system mastery. People would gloat when they got a good set of rolls (and many would cheat to do it) and would brag about their uber-decked out high level characters, but there just wasn't the whole mini-game of character design that forms the backbone of 3.x.


Yes, just on the 2e recruitment thread I posted, I already have people asking, "Can I reroll my stats to get the race/class combo I want?" "Can we houserule this system to work more like that system?" Stuff like that. Doesn't happen in 3e anymore. The one question I see that remains the same between the games is, "Can I add in this extra sourcebook that you didn't specify?"

Another thing that's been interesting is how vital it is for the DM to be involved in the character creation process. For example, how do you choose the starting spellbook for a wizard? By RAW, you must ask the DM, because he might make you roll for them, he might let you choose, or he might choose for you.

Although in my experience the less the game was houseruled, the smoother and more cleanly the game went, having a houserule-free game was impossible, because there were some basic assumptions that a DM had to make from the beginning.

Liberty's Edge

I want to apologize for my comment about rose colored glasses. Yet one or two posters who favor 2E did seem to get on peole cases for not liking 2E. To me it was never about "stop liking things I don't like" I did notice a few "how dare you not like what I like" as well. Cant have it both ways imo.

In any case lets just get back to discussing 2E.


I think the only edition I actually hated was 4th. Was too much like a MMO in feel and they didn't explain how anything works, powers wise. Heck I was in the RPGA for a few sessions of 4th and quit because of the reward system. Items were restricted by level so I was not allowed to take a magic item since its plusses, combined with what I got in the first session, equaled higher than my current level. I asked what was actually keeping me from picking this item up anyways and just storing it. The answer I got was just "That's the rules. There is no in-world explanation." I quit on the spot right there.

I was -okay- with 3.5 but found it sorely lacking a lot of detail when I started and then discovered the massive amount of bloat. People would come to games with stacks of books which was just a bit much for me to handle when I played. I only used the PHB for a while because I actually READ the stupid thing. Turned out a lot of people never read the page at the start of the spells chapter about rare spells (spells from other books) have to be researched, even for sorcerers as they are rare and the majority don't know how to use them. Therefore, ask the GM and play out doing the research.

I never ever had a single rule argument in 2nd. Every game went smooth and it was all pretty clear with great flavour in it. It feels like 3.0/3.5 is when munchkins gained dominance over the game and just poured out of the woodwork. 2nd wasn't much of a home for them without tons of houserules.

I noticed something a lot while playing these games. The people that tend to argue RAW/RAI a lot are just trying to twist the rules for their benefit to do some OP stuff rather than just play the game. In my experience when you start arguing with the GM about interpreting a rule, you're just holding up the game and usually trying to munchkin. Example: GM says there is a huge temple with perfectly smooth exterior walls. The caster (I forget if he was a druid) turned into a snake and said as long as he has a climb speed, he can climb any surface cause the rules say he couldn't. That was an argument I refused to drop with him which resulted in both of us getting a time out. I found 2nd to not have these problems when I played because it seemed to pretty clear about what you can and can not do in a given situation. Basically, I just seemed to notice that 2nd rules were less abusable/exploitable so the munchkins would go to other games like, I dunno, 3rd and I hear hackmaster.

The excuse I heard of "2nd wont let me play MY character because of how it is made" annoyed me because usually their character was total BS anyways and shouldn't exist in the first part. Post TSR D&D games were more "versatile" in letting you play whatever you want because people were getting sick of the whining from people wanting to play game breaking stuff that made no sense for certain races and whatnot.

Really though folks, the race restriction stuff was fine if you actually READ the entire section about each race and class instead of jumping straight to the abilities. That stuff in there is not "meaningless fluff;" it was important info that told you flat out how that actually worked. Yes you can play whatever kind of guy you want but come on, have it make sense in the game world. It doesn't matter if you think the reasons given in book are dumb because that is just how those races worked. Elves can't level past a certain point because their long lives give them a poor attention span and they can't do the same thing very long before they get bored and need to do something else. That is one reason why elves can't be paladins. They wont take it seriously enough to devote their entire lives to being a paladin. That's not a cultural thing either, it's written in their genetics like instincts. The only reason an example like Drizzt exists is because technically he is deformed. A "mutation" among the drow. He has a mental disability among their race because he's not a sociopath, which is how they are all coded to be in their genes.

Sorry for the rant. I just went on and on there. I have trouble not doing that.


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Jaçinto wrote:
I never ever had a single rule argument in 2nd. Every game went smooth and it was all pretty clear with great flavour in it. It feels like 3.0/3.5 is when munchkins gained dominance over the game and just poured out of the woodwork. 2nd wasn't much of a home for them without tons of houserules.

First off, there's nothing special about 3.0/3.5 that caters to munchkins. A munchkin is a munchkin no matter which system he plays. I would almost say that 3.X discourages munchkins because it actively codifies the rules. It's FAR easier to spot a cheater in 3.X IMO.

Secondly, from everything I ever read about 2E almost EVERYBODY played with tons of houserules?


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Haha, yeah, I had to deal with rules arguments and people trying to weasel power for themselves in game CONSTANTLY with 1e, 2e, 3e, and PF. Never did play 4e, for much the reasons Jaçinto states. Got the core rules, read them, realized they were trying for the MMO feel, completely lost interest. More of a game, less of a world.

But, oh my goodness, the rules wars that were fought, the twisted interpretations that needed to be dispelled, in 1e and 2e! If they were any quieter, it was only because we didn't have forums like this to complain to. "I can use this from Dragon Magazine. It's official, and it gives me a +4 bonus to everything." Stuff like that. Believe me, none of this is new, at all.


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LazarX wrote:

The part I actually hated was the decision to keep a magic item that would be potentially useful, or sell it for the Experience Points. Experience points based on treasure SOLD was the major part of advancement in those days. Which is any people would "greyhawk" places for every last copper.

Side note: Did Gary Gygax live long enough to see Greyhawk become a verb?

All my current DMs don't track XP at all. They do arbitrary level-ups at the end of a session where the DM feels the adventure is to get more difficult or the party has accumulated too much treasure for their current level, mandating a level and difficulty increase. My last session with David, went up 3 levels in one session (from 5th to 8th) because of the sudden influx of magic items from selling a galleon with a fire breathing ram apparatus and 2 dozen cannon on board (campaign world is late 17th / early 18th century tech level). About 225,000 gold pieces split 3 ways (3 players in group, leadership still banned), spent 100% on magic items.


Wrong John Silver wrote:

Haha, yeah, I had to deal with rules arguments and people trying to weasel power for themselves in game CONSTANTLY with 1e, 2e, 3e, and PF. Never did play 4e, for much the reasons Jaçinto states. Got the core rules, read them, realized they were trying for the MMO feel, completely lost interest. More of a game, less of a world.

But, oh my goodness, the rules wars that were fought, the twisted interpretations that needed to be dispelled, in 1e and 2e! If they were any quieter, it was only because we didn't have forums like this to complain to. "I can use this from Dragon Magazine. It's official, and it gives me a +4 bonus to everything." Stuff like that. Believe me, none of this is new, at all.

Only Mark allowed 3rd party content in his game. John and David allow extended core rules only (Core rulebook, Ultimate combat + magic + equpment, Advanced players + race guide; Probably advanced class when it comes out)


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Marthkus wrote:

I keep hearing of some interesting mechanics, but what I don't hear about is the problems with 2e that are the reason people aren't playing it anymore.

It can't be just because it's a "dead system". Many people still play 3.5.

What were the problems?

I played for years and years happily but switched over to 3e as a system after it came out.

I had a number of problems with 2e:

The extreme bell curve of the stat bonuses.

The importance of stats and stat bonuses. (nonweapon skill rolls were based on rolling under your stat on a d20, hp bonuses were significant, max spell levels, significant combat bonuses in a game with few bonuses)

Random stat generation and hp rolling.

Calculating THACO versus descending AC was an annoying speedbump in the middle of action.

Significant disparity in class combat powers.

Disparities between classes over different levels.

Class ability score prerequisites.

Limited demihuman levels.

The disparity in racial powers and the balance between them.

XP calculations were tiresome.

Class advancement xp charts being different was annoying, all modules were based on suggested levels and not xp.

Thief skills as their own rules subset and them starting out as seriously low success skills.

Mages starting out with significantly limited spells.

Vancian magic.

The trend of weapon specialization towards mechanically focusing in one preferred weapon effectively instead of being Conan who picks up an axe and dagger in one story then sword and shield in another and then using a bow in a third before effectively going with other weapons or combos later.

The importance of armor.

The power disparity in spells that did similar stuff.

Magic resistance.

Save or die poison and effects.

The importance of healing magic.

Those are the things that immediately jump to mind.

Liberty's Edge

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IthinkIbrokeit wrote:


Also, anybody who says that 2E was fun because the combat was FASTER than 3E was probably not playing it RAW. Unless you are possibly comparing playing without mini's in 2E to playing with minis in d20 and counting the set up time.

But 2e by default didn't use miniatures, 3e+ by default does.

That aside.

I prefer 2e IF you play core only. The Complete books and the Options really didn't add anything that seemed to improve the fun of our sessions.

My only issue with core 2e, and this has been pointed out, is a high strength Fighter using Darts machine gun.

I would say the initiative system of 2e for me is the best yet implemented by a D&D game. Added uncertainty each round and made tactically round to round decisions mean something.

3e+ allowing every race to play every class and have unlimited progression completely destroyed the D&D feel for me. Gnome Paladin! Give me a break. In 1e and 2e very good reasons are given for limits and advice NOT to change them. Arguing those limits were wrong is like arguing Gygax got the average height of an Elf wrong...

D&D was NOT a generic fantasy game, it had its own flavor independent of any setting.

S.

Liberty's Edge

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Voadam wrote:


Save or die poison and effects.

While simple bad luck could result in a death, raising people (well except Elves) was possible (-1 CON afterwards). Such effects did mean thinking was sometimes involved at the table rather than only during the character generation step.


Stefan Hill wrote:
IthinkIbrokeit wrote:


Also, anybody who says that 2E was fun because the combat was FASTER than 3E was probably not playing it RAW. Unless you are possibly comparing playing without mini's in 2E to playing with minis in d20 and counting the set up time.

But 2e by default didn't use miniatures, 3e+ by default does.

That aside.

I prefer 2e IF you play core only. The Complete books and the Options really didn't add anything that seemed to improve the fun of our sessions.

My only issue with core 2e, and this has been pointed out, is a high strength Fighter using Darts machine gun.

I would say the initiative system of 2e for me is the best yet implemented by a D&D game. Added uncertainty each round and made tactically round to round decisions mean something.

3e+ allowing every race to play every class and have unlimited progression completely destroyed the D&D feel for me. Gnome Paladin! Give me a break. In 1e and 2e very good reasons are given for limits and advice NOT to change them. Arguing those limits were wrong is like arguing Gygax got the average height of an Elf wrong...

D&D was NOT a generic fantasy game, it had its own flavor independent of any setting.

S.

Well, the kits from the complete books were an attempt at adding a specific flavor to whatever class you were going to play. Some were more miss than hit, and some were interesting.

I'll agree that the initiative system worked really well and 2ed didn't have all that absurd initiative stacking that goes on nowadays.

Liberty's Edge

Lucien Malgus wrote:


Well, the kits from the complete books were an attempt at adding a specific flavor to whatever class you were going to play. Some were more miss than hit, and some were interesting.

Have you seen the 'official' apology from the author of the Complete Elves book? Worth a look on TubeYou.

That was an apology LONG in the making!

Agree with what you say about kits and why we dropped them. A 1st Level 'Witch' could have a Rope of Entanglement...

Now having said that we found in Al-Qadim the kits (and modified classes) worked really well - or so we thought. But the Complete books, no so much.


Yeah, the Complete books is something I can take or leave. Right now, I'm using the Patrician kit from Complete Wizard in a PbP because its basic concept meshes well with establishing my place within the story. Again, more for flavor, but it can help add to the foundation of building stories.


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Stefan Hill wrote:
Voadam wrote:


Save or die poison and effects.

While simple bad luck could result in a death, raising people (well except Elves) was possible (-1 CON afterwards). Such effects did mean thinking was sometimes involved at the table rather than only during the character generation step.

Yep, simple bad luck could result in a death from one roll. Sometimes leading to the thought "well that sucked."

Poor Black Dougal.

I did not and do not consider binary one roll no effect or a dead character as a good game mechanic to throw at PCs or particularly stimulating to in game thinking.

Or the availability of raise dead, resurrection, and druidic and wizardly reincarnate a good reason to have arbitrary death so commonly available with poison needle traps, giant spiders, venomous snakes, and poison spells. Plus they need a cleric of at least 9th level to raise the dead. In 2e the games were often lower level than in the d20 era and it was not uncommon to have a multi-year campaign never reach near that level of play.

Dark Archive

Voadam wrote:


I had a number of problems with 2e:

The extreme bell curve of the stat bonuses.

I like and miss this - too many pile on numbers in 3rd ed/PF, the fact that you did't get anything till 15 and stats don't go up as you leveled was a good thing. Focus on playing, less are CharOp and builds.

-

Voadam wrote:
The importance of stats and stat bonuses. (nonweapon skill rolls were based on rolling under your stat on a d20, hp bonuses were significant, max spell levels, significant combat bonuses in a game with few bonuses)

Not even close to 3rd ed based games. MAD and SAD are 3rd ed creations.

-

Voadam wrote:
Random stat generation and hp rolling.

Was fun but swingy, better than point buy generic builds of 3rd

-

Voadam wrote:
Calculating THACO versus descending AC was an annoying speedbump in the middle of action.

Vs calculating 10 different bonuses from varied abilities and powers, spells, potions (spells part II) that all stack up in a 9th level character fight in 3rd ed games? Lol

-

Voadam wrote:

Significant disparity in class combat powers.

Disparities between classes over different levels.

Managed by different xp progression, and I don't recall caster martial disparity arguments prior to 3rd ed - they never came up because the disparity didn't exist.

-

Voadam wrote:

Class ability score prerequisites.

Limited demihuman levels.

These were good things. Demi-humans had many gimmies, this was a way to balance them out without giving humans (default race) super human powers to compete.

-

Voadam wrote:
The disparity in racial powers and the balance between them.

These could have been balanced a little better, level limits being the hard balancing point and ultimate control (even if people didn't like it).

-

Voadam wrote:

XP calculations were tiresome.

Class advancement xp charts being different was annoying, all modules were based on suggested levels and not xp.

They were listed at a suggested range, 1-3rd, 5th to 7th, etc. Never ever had a problem with this unless all the PCs were at the minimum level to play and the players themselves were not very experienced.

-

Voadam wrote:
Thief skills as their own rules subset and them starting out as seriously low success skills.

The curve and progression could have been better, but it was very playable and in fact 1000% better than 3rd ed games where skills are now "drop a rank, buff number = profit". The current skills system spells out the death of the Rogue class and to some extent all the other classed that rely on skills instead of magic to interact with the game. Once they made it a numbers systems that could be gamed by buffs, it killed these classes and their usefulness dead. Horrid game design.

-

Voadam wrote:
Mages starting out with significantly limited spells.

Spammable 0-level spells = poorly thought out way to fix low level casting. Limited spells is a good thing, I miss it.

-

Voadam wrote:
Vancian magic.

Still there, still the core system.

-

Voadam wrote:
The trend of weapon specialization towards mechanically focusing in one preferred weapon effectively instead of being Conan who picks up an axe and dagger in one story then sword and shield in another and then using a bow in a third before effectively going with other weapons or combos later.

This is the problem with any system for the most part - even PF fighters with various weapon groups still lose out if they are not using their primary weapon, more so than debuffs in some cases.

-

Voadam wrote:
The importance of armor.

???

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Voadam wrote:
The power disparity in spells that did similar stuff.

Nit picking here. This was a by-product of the 1-9 MU spell list vs. the 1-7 cleric spell list. I miss spells having slight differences. I miss a wand of Flame not just being a Fireball spell launcher - but an actual wand that did multiple things tied to Fire and Fire tricks.

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Voadam wrote:
Magic resistance.

Much better than SR, any day of the week.

-

Voadam wrote:
Save or die poison and effects.

These were good and need to be back in the game. That being said the new format of hazards and poisons is a design improvement (freq check, etc).

-

Voadam wrote:
The importance of healing magic.

Aaaaand what changed?

Liberty's Edge

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I completely and utterly disagree about a lack of level for Demi-humans as being a good thing. The explanation given to me always felt like the 2E devs liked playing humans. So to screw over someone wanting to play a Demi-human level limits were imposed. 3E is far from perfect. Good bye and good riddance to leave limits. Nor will anyone convince me otherwise. Any 2E game I'm running while have no level limits. Avoiding any 2E games as a player where level limits are implemented.

RPG Superstar 2012 Top 16

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Importance of casters using healing spells, I think Voadam means, because you couldn't just buy CLW wands and potions. You had to have a healer, because there was no easy way to get back HP. That was also bad because it pigeon holed your main healer, the cleric, into being a healer all the time. Not having tons of healing spells to pass out was like, a major sin.

Which, in my mind, led to a lot more caution and management of HP then you get in the current game. I call it a feature, not a bug.

==Aelryinth


memorax wrote:
I completely and utterly disagree about a lack of level for Demi-humans as being a good thing. The explanation given to me always felt like the 2E devs liked playing humans. So to screw over someone wanting to play a Demi-human level limits were imposed. 3E is far from perfect. Good bye and good riddance to leave limits. Nor will anyone convince me otherwise. Any 2E game I'm running while have no level limits. Avoiding any 2E games as a player where level limits are implemented.

Yeah, that was a bad feature. I get the intent, but it didn't really work. You get to play the more powerful character now, but then you'll be crippled later.

Fair enough I suppose, if you're playing the kind of old school game where the thrill is the challenge of keeping the weak character alive long enough to earn a powerful one, but pretty useless in other styles. We'd usually just make a guess how long the campaign would last and pick a race class combination that would work the whole way. If you're stopping at 8th level anyway, who cares if you're limited to 9.


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Aelryinth wrote:

Importance of casters using healing spells, I think Voadam means, because you couldn't just buy CLW wands and potions. You had to have a healer, because there was no easy way to get back HP. That was also bad because it pigeon holed your main healer, the cleric, into being a healer all the time. Not having tons of healing spells to pass out was like, a major sin.

Which, in my mind, led to a lot more caution and management of HP then you get in the current game. I call it a feature, not a bug.

That part I don't really mind. Not being able to do much beyond be the healbot with the cleric, who you had to make someone play, that sucked.

Liberty's Edge

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thejeff wrote:
memorax wrote:

I completely and utterly disagree about a lack of level for Demi-humans as being a good thing. The explanation given to me always felt like the 2E devs liked playing humans. So to screw over someone wanting to play a Demi-human level limits were imposed. 3E is far from perfect. Good bye and good riddance to leave limits. Nor will anyone convince me otherwise. Any 2E game I'm running while have no level limits. Avoiding any 2E games as a player where level limits are implemented.

Yeah, that was a bad feature. I get the intent, but it didn't really work. You get to play the more powerful character now, but then you'll be crippled later.

Fair enough I suppose, if you're playing the kind of old school game where the thrill is the challenge of keeping the weak character alive long enough to earn a powerful one, but pretty useless in other styles. We'd usually just make a guess how long the campaign would last and pick a race class combination that would work the whole way. If you're stopping at 8th level anyway, who cares if you're limited to 9.

My emphasis - 1e/2e wasn't a generic fantasy RPG it was D&D. Never intended for 'other styles'. Like saying my screwdriver is really bad because it won't bang in nails.

By level 9 or 10 you were 'Name' level. Also remember that the common population was running around with 6-8 hp and really awesome castle may have a unit of 1st level fighters. High level fighters were reserved for running taverns it would seem...

3e+ changed expectations not only rules. Adventurers were truly special in 1e/2e - now the local lute player (say an Expert level 8) could beat the snot out of a low level fighter.

With 3d6 for stats the average is 9-12, that means classes like Druid, Ranger, Paladin etc made up a VERY small proportion of PC's and NPC's a like.

Comparing 1e/2e and 3e+ is rather silly (IMHO), COMPLETELY different games in terms of both mechanics, play and feel.

S.


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Pathfinder Adventure Path Subscriber

One thing I enjoyed about 2nd edition was the players I played with, and their attitude towards the numbers. As in, they didn't care about the numbers. People around me were happy with a 15 or 16 for their highest stat. Now if you don't have a 20 or 18 in a stat, people say your character is crap. It was a sad day when my group broke apart and I had to go into the sea of unknown people. And ever since 2003 when they revised 3rd edition, I only come across people who care about the numbers first and foremost, and they might come up with a character. They may even write a 2 sentence backstory if I am lucky!

I love the Pathfinder system, but I miss that feeling of playing with other people's characters, not other people's numbers.


1 person marked this as a favorite.

Many 3E people simply haven't been exposed to playing characters rather than numbers. Talk to them about it, express your feelings and thoughts and see what you hear in return. Be an example of someone who has tons of fun 'acting silly' and being in character, let your RP mojo shine through.

You never know, sometimes it won't work but sometimes it will.


Stefan Hill wrote:
thejeff wrote:
memorax wrote:

I completely and utterly disagree about a lack of level for Demi-humans as being a good thing. The explanation given to me always felt like the 2E devs liked playing humans. So to screw over someone wanting to play a Demi-human level limits were imposed. 3E is far from perfect. Good bye and good riddance to leave limits. Nor will anyone convince me otherwise. Any 2E game I'm running while have no level limits. Avoiding any 2E games as a player where level limits are implemented.

Yeah, that was a bad feature. I get the intent, but it didn't really work. You get to play the more powerful character now, but then you'll be crippled later.

Fair enough I suppose, if you're playing the kind of old school game where the thrill is the challenge of keeping the weak character alive long enough to earn a powerful one, but pretty useless in other styles. We'd usually just make a guess how long the campaign would last and pick a race class combination that would work the whole way. If you're stopping at 8th level anyway, who cares if you're limited to 9.

My emphasis - 1e/2e wasn't a generic fantasy RPG it was D&D. Never intended for 'other styles'. Like saying my screwdriver is really bad because it won't bang in nails.

By level 9 or 10 you were 'Name' level. Also remember that the common population was running around with 6-8 hp and really awesome castle may have a unit of 1st level fighters. High level fighters were reserved for running taverns it would seem...

3e+ changed expectations not only rules. Adventurers were truly special - now the local lute player (say an Expert level 8) could beat the snot out of a low level fighter.

Comparing 1e/2e and 3e+ is rather silly (IMHO), COMPLETELY different games in terms of both mechanics, play and feel.

Sorry I was playing it wrong all those years then. We played story and character driven campaigns from at least the early 80s on. We had low death rates, never forced new characters to start at 1st and "earn" their way up (which completely screws up that kind of balance).

And we had a ton of fun with it, despite not playing in the proper old school style. There are a lot of things I still prefer about 1e/2e over 3.x, along with a lot of quirks I still think were bad design.

Liberty's Edge

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Adjule wrote:

One thing I enjoyed about 2nd edition was the players I played with, and their attitude towards the numbers. As in, they didn't care about the numbers. People around me were happy with a 15 or 16 for their highest stat. Now if you don't have a 20 or 18 in a stat, people say your character is crap. It was a sad day when my group broke apart and I had to go into the sea of unknown people. And ever since 2003 when they revised 3rd edition, I only come across people who care about the numbers first and foremost, and they might come up with a character. They may even write a 2 sentence backstory if I am lucky!

I love the Pathfinder system, but I miss that feeling of playing with other people's characters, not other people's numbers.

I get what you mean. But I don't think the problem is people can't, just that you need to put a lot of time, into the so called System Mastery, to have a character that doesn't suck in 3e+.

I think in 1e/2e class was more important than stats (not that stats didn't help of course). So your character was rolled and ready to go in a short time and you knew it 'would work', under 3e+ if you aren't careful even with good stats your character could actually not be that helpful to the party.

S.


Adjule wrote:

One thing I enjoyed about 2nd edition was the players I played with, and their attitude towards the numbers. As in, they didn't care about the numbers. People around me were happy with a 15 or 16 for their highest stat. Now if you don't have a 20 or 18 in a stat, people say your character is crap. It was a sad day when my group broke apart and I had to go into the sea of unknown people. And ever since 2003 when they revised 3rd edition, I only come across people who care about the numbers first and foremost, and they might come up with a character. They may even write a 2 sentence backstory if I am lucky!

I love the Pathfinder system, but I miss that feeling of playing with other people's characters, not other people's numbers.

OTOH, don't rely too much on the backstory. I much prefer to keep the backstory short and simple and let the character's personality come out in play. The real story begins with the game..


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thejeff wrote:
Adjule wrote:

One thing I enjoyed about 2nd edition was the players I played with, and their attitude towards the numbers. As in, they didn't care about the numbers. People around me were happy with a 15 or 16 for their highest stat. Now if you don't have a 20 or 18 in a stat, people say your character is crap. It was a sad day when my group broke apart and I had to go into the sea of unknown people. And ever since 2003 when they revised 3rd edition, I only come across people who care about the numbers first and foremost, and they might come up with a character. They may even write a 2 sentence backstory if I am lucky!

I love the Pathfinder system, but I miss that feeling of playing with other people's characters, not other people's numbers.

OTOH, don't rely too much on the backstory. I much prefer to keep the backstory short and simple and let the character's personality come out in play. The real story begins with the game..

I like a mix of both - a rich backstory to explain who this person is, why they behave the way they do, and why they have the skills they do, and then develop them through the campaign and watch them evolve through the decisions they make and the events that occur.


Stefan Hill wrote:
Adjule wrote:

One thing I enjoyed about 2nd edition was the players I played with, and their attitude towards the numbers. As in, they didn't care about the numbers. People around me were happy with a 15 or 16 for their highest stat. Now if you don't have a 20 or 18 in a stat, people say your character is crap. It was a sad day when my group broke apart and I had to go into the sea of unknown people. And ever since 2003 when they revised 3rd edition, I only come across people who care about the numbers first and foremost, and they might come up with a character. They may even write a 2 sentence backstory if I am lucky!

I love the Pathfinder system, but I miss that feeling of playing with other people's characters, not other people's numbers.

I get what you mean. But I don't think the problem is people can't, just that you need to put a lot of time, into the so called System Mastery, to have a character that doesn't suck in 3e+.

I think in 1e/2e class was more important than stats (not that stats didn't help of course). So your character was rolled and ready to go in a short time and you knew it 'would work', under 3e+ if you aren't careful even with good stats your character could actually not be that helpful to the party.

Plus there's a different appeal. The character build system is almost a sub-game of its own. It brings in people who are more interested in that part of the game than in actual play. Some like both of course, but there are those whose interest is focused enough on the build game that they wouldn't be here otherwise.

Liberty's Edge

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thejeff wrote:
Sorry I was playing it wrong all those years then.

Never said you were. All I was saying was that 1e AD&D by Gygax et al and the tidy up called 2e was NEVER a generic fantasy game. That was it, end of my observation, no personal comments on your play style past or future.

The authors of 1e and 2e have written in their respective rulebooks why they believe limits are in place, if you choose to disagree with their reasoning then that is up to you. But make NO mistake the limits are there because the authors decided they needed to be there to make the game (called D&D) as they saw it should be - they are not an error or bad game design.


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Matt Thomason wrote:
thejeff wrote:
Adjule wrote:

One thing I enjoyed about 2nd edition was the players I played with, and their attitude towards the numbers. As in, they didn't care about the numbers. People around me were happy with a 15 or 16 for their highest stat. Now if you don't have a 20 or 18 in a stat, people say your character is crap. It was a sad day when my group broke apart and I had to go into the sea of unknown people. And ever since 2003 when they revised 3rd edition, I only come across people who care about the numbers first and foremost, and they might come up with a character. They may even write a 2 sentence backstory if I am lucky!

I love the Pathfinder system, but I miss that feeling of playing with other people's characters, not other people's numbers.

OTOH, don't rely too much on the backstory. I much prefer to keep the backstory short and simple and let the character's personality come out in play. The real story begins with the game..
I like a mix of both - a rich backstory to explain who this person is, why they behave the way they do, and why they have the skills they do, and then develop them through the campaign and watch them evolve through the decisions they make and the events that occur.

It's a personal difference. I'm very much develop-in-play. If I try to nail down too much beforehand, it either won't mesh with what comes out in play or I'll try to force the character to stay with what I'd laid out and he'll never really gel.


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Honestly, if I had to make a choice between 3.x/PF and 2ed and never being able to play the other again, I would select 2ed. I never had the kind of rules interpretations, debates, character balancing issues, which spells to ban, which classes to ban, and so on when dealing with 2ed as compared to 3.x/PF.

Liberty's Edge

Stefan Hill wrote:


they are not an error or bad game design.

I would not say a error. Yet very certainly bad game design imo.

When your pretty much forced to either take human to play a class to it's full potential yeah I think that's bad design.

High level campaigns at least in my experience with 2E and demi-humans usually went one of three ways:

-Play a demi-human and pray to the gaming goods that you found a kind enough DM to allow one to multiclass without penalty. It kind of gets bored getting locked into a certain level or playing the same racial class with no level penalty.

-Play with no level limits while giving humans something more than unlimited levels with classes. A +1 to two attributes . Or two starting weapon or nonweapons proficinces. Or one of each

-Play human simply to not have to worry about the poor game design and level limits in general.

I could understand if the fluff on racial level limits made sense. It was like a who's who of stereotypes imo. Elves are too flighty and suffer from ADD. Dwarves are too stubborn and anti-social and so on. Even Palladium does a better job with the fluff on class limatations. Dwarves in their world want nothing to do with magic as they almost destroyed not only themselves but also the world.

No I refuse to accept what the authors of 1E and 2E wrote on certain aspects of the game in the books. They are very much not the gospel truth or the one true way to play the game. Not to say I dislike 2E it's far from perfect. Neither were the people who worked on it imo.


memorax wrote:
-Play with no level limits while giving humans something more than unlimited levels with classes. A +1 to two attributes . Or two starting weapon or nonweapons proficiencies.

^^This demonstrates that by allowing unlimited advancement for demi-humans, you do not need to reinvent the wheel to add a couple of beneficial abilities. Bad game design? Ok, I'll grant that their reasoning could have been better, but at the end of the day, we all had a good time with the system.

Grand Lodge

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memorax wrote:
Avoiding any 2E games as a player where level limits are implemented.

Do you know what the level limits were in 2nd edition?

Dwarves, Elves, and Half-elves all had level limits in the double-digits; it was only gnomes and halflings that had level limits as low as 8 and 9.

Did you know that the level limit for an elven Mage was 15th level? If that same elven Mage had an INT score of 18, and the optional rules for exceeding level limits was used, his max level would now be 18th level.

Seems kind of silly to me to miss out on the possibility of an awesome gaming experience just because the DM makes use of level limits...

I mean, was it really that common for your 2nd edition games to reach 15th level and beyond??

YMMV and all of that.

Liberty's Edge

memorax wrote:


-Play with no level limits

Even Palladium does a better job with the fluff on class limitations. Dwarves in their world want nothing to do with magic as they almost destroyed not only themselves but also the world.

I refuse to accept what the authors of 1E and 2E wrote on certain aspects of the game in the books. They are very much not the gospel truth or the one true way to play the game.

(1) Bad World design - explain again why every world isn't ruled by 1,000 year old Elven Archmages and perhaps the odd Human Lich? This is clearly pointed out in the 2e DMG as a reason for the level limits.

(2) Gygax and pals wrote the game, if they thought Dwarfs should have wings they were well within their right to make it so. Warhammer Fantasy Roleplay 1e/2e also don't have spell casting Dwarfs, so? Bad game design?

(3) Again, the racial thing is specifically discussed in the 2e DMG. Showing the game designers were actually concerned about keeping the limits in place during play. Yet many other things are specifically called optional. If it was bad design why after decades were they worried people would drop the limits?

1e multiple reprints and overlapping with 2e - 2e could have changed them, but just added Clerics in core for all races. The designers involved in 1e and 2e either had a valid reason for the limits in terms of making the game behave as they saw it should, even if you disagree, or they were really dense.

I'm arguing from a point of RAW here, of course no person will be arrested for modifying any RPG rules as they wish.

Liberty's Edge

Digitalelf wrote:
memorax wrote:
Avoiding any 2E games as a player where level limits are implemented.

Do you know what the level limits were in 2nd edition?

Dwarves, Elves, and Half-elves all had level limits in the double-digits; it was only gnomes and halflings that had level limits as low as 8 and 9.

Did you know that the level limit for an elven Mage was 15th level? If that same elven Mage had an INT score of 18, and the optional rules for exceeding level limits was used, his max level would now be 18th level.

Seems kind of silly to me to miss out on the possibility of an awesome gaming experience just because the DM makes use of level limits...

YMMV and all of that.

Oh yeh. And this... :)

Cheers DE.

Liberty's Edge

Lucien Malgus wrote:


^^This demonstrates that by allowing unlimited advancement for demi-humans, you do not need to reinvent the wheel to add a couple of beneficial abilities. Bad game design? Ok, I'll grant that their reasoning could have been better, but at the end of the day, we all had a good time with the system.

I had fun with 2E. It was my gateway rpg to the hobby. It had it's flaws though. I feel the same way about certain things with 3E and 4E. I just REALLY hated and still hate level limits for demi-humans. I feel it adds nothing to the rpg. Just a way to shoehorn players into taking humans. Since the developers were either unable or unwilling to add something unique to human in 1E and 2E.

Digitalelf wrote:


Do you know what the level limits were in 2nd edition?

Dwarves, Elves, and Half-elves all had level limits in the double-digits; it was only gnomes and halflings that had level limits as low as 8 and 9.

Did you know that the level limit for an elven Mage was 15th level? If that same elven Mage had an INT score of 18, and the optional rules for exceeding level limits was used, his max level would now be 18th level.

Seems kind of silly to me to miss out on the possibility of an awesome gaming experience just because the DM makes use of level limits... I mean, was it really that common for your 2nd edition games to reach 15th level and beyond??

YMMV and all of that.

I knew about the level limits and see your point. Yet again I don't see what it adds to the overall 2E experience. The other problem being if the optional level limits were used. Which was not always the case. It also easier to run the game when everyone is a equal level.

Liberty's Edge

Stefan Hill wrote:


(1) Bad World design - explain again why every world isn't ruled by 1,000 year old Elven Archmages and perhaps the odd Human Lich? This is clearly pointed out in the 2e DMG as a reason for the level limits.

I consider it a thinly disguised rationalization to make sure everyone plays human. It amounts to "but if demi-humans don't have level who will play human". How about letting me the player decide which race I want to play without screwing me over from the start.

Stefan Hill wrote:


(2) Gygax and pals wrote the game, if they thought Dwarfs should have wings they were well within their right to make it so. Warhammer Fantasy Roleplay 1e/2e also don't have spell casting Dwarfs, so? Bad game design?

Which by no means makes then infallible. I respect Gygax and his pals. They were no perfect. Neither is some elements in 2E. Again like others who responded to me I see the point your trying to make. For the most part I disagree with it. Two things that always come up that I hear people dislike about 2E. Thaco which I have no problems with yet drove some in the hobby crazy. Second being level limits which the people I played with implemented at first then threw out the window ASAP.

Stefan Hill wrote:


I'm arguing from a point of RAW here, of course no person will be arrested for modifying any RPG rules as they wish.

No worries we both are passionate about the hobby. We may not always agree. Yet I respect a person for defending their rpg. Then again I have been called weird because I like the complete series of books.

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