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<blockquote data-quote="Bedrockgames" data-source="post: 5905896" data-attributes="member: 85555"><p>I dont dispute d20 is more efficient and streamlined but there were reasons 2e seemed all over the place. Having initiative roll be lower and a d10 makes it easier to keep track of initiative (because you count from 1-10 rather than from 20+ to 1). Lower AC being better was simply a function of how THAC0 operated andone thin THAC0 achieved is the rolls are more contained than in d20 (you dont end up with 35+ ACs or DCs, bonuses are all fairly easy to manage because they are not piled on a BAB bonus). Staggered attacks were a bit harder to track, but better than some of the multi attack nonsense you get in d20. I have been playing 2E quite a bit recentlty and have to say I really prefer it to d20. Having different dice for different things can be a bit more challenging, but it gives the designers a lot more control over the numbers in many cases (NWPs work better for me as roll under the stat than d20 plus skill and attribute modifiers). </p><p> </p><p></p><p></p><p>I will not deny this part of 2e bothers me. I get that it was for balance but xp penalties would have been a better way to go. </p><p></p><p></p><p></p><p>Not everyone agrees that tsr's woes being a product of too many campaign worlds (general financial misanagement, competition from wotc magic and WW, and other issues are a big part of it). There is a good argument that they both drew people to the ame and ncreased the number of gms (every player in all my groups in the 90s gmd and it was because there was a world for everyone....something out there everyone could get excited about running. But in terms of fluff, i want and like fluff. The sheer amount of availabke flavr material in the 90s made my gaming experience better. As a GM i did needed these things to get better. The van richten guides alone got me to think about monsters and investigations in entirely new ways. </p><p> </p><p></p><p></p><p>I am not "i want 2E or else" (and I honestly don't believe I have met anyone who fits your rather over-the-top description in the 2E camp). In fact i think they would be foolish to model too much of D&D next on 2E because lots of people dont like that edition. But it did do things well and those things are worth taking note of.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 5905896, member: 85555"] I dont dispute d20 is more efficient and streamlined but there were reasons 2e seemed all over the place. Having initiative roll be lower and a d10 makes it easier to keep track of initiative (because you count from 1-10 rather than from 20+ to 1). Lower AC being better was simply a function of how THAC0 operated andone thin THAC0 achieved is the rolls are more contained than in d20 (you dont end up with 35+ ACs or DCs, bonuses are all fairly easy to manage because they are not piled on a BAB bonus). Staggered attacks were a bit harder to track, but better than some of the multi attack nonsense you get in d20. I have been playing 2E quite a bit recentlty and have to say I really prefer it to d20. Having different dice for different things can be a bit more challenging, but it gives the designers a lot more control over the numbers in many cases (NWPs work better for me as roll under the stat than d20 plus skill and attribute modifiers). I will not deny this part of 2e bothers me. I get that it was for balance but xp penalties would have been a better way to go. Not everyone agrees that tsr's woes being a product of too many campaign worlds (general financial misanagement, competition from wotc magic and WW, and other issues are a big part of it). There is a good argument that they both drew people to the ame and ncreased the number of gms (every player in all my groups in the 90s gmd and it was because there was a world for everyone....something out there everyone could get excited about running. But in terms of fluff, i want and like fluff. The sheer amount of availabke flavr material in the 90s made my gaming experience better. As a GM i did needed these things to get better. The van richten guides alone got me to think about monsters and investigations in entirely new ways. I am not "i want 2E or else" (and I honestly don't believe I have met anyone who fits your rather over-the-top description in the 2E camp). In fact i think they would be foolish to model too much of D&D next on 2E because lots of people dont like that edition. But it did do things well and those things are worth taking note of. [/QUOTE]
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