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General Tabletop Discussion
D&D Older Editions
What does AD&D 2E do better than 5E?
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<blockquote data-quote="Milieu" data-source="post: 9012978" data-attributes="member: 7041560"><p>Yeah, I get this. 2e made me feel like I "had to" learn more about medieval society to be good at world building. But I was excited about it!</p><p></p><p>2e "felt" more about exploration than later editions, at least tonally. Newer editions seem to have shifted the adventuring focus even more toward combat IMO.</p><p></p><p>The 2e rules were kind of a mess, but in a way it felt like that gave you more permission to wing, house rule, homebrew, or hack the rules as DM because you kind of had to. It perhaps put more work on the DM and made bad DMs worse, but it was kind of freeing at the same time. 3e+ seem (to me) to give more of a "the rules are the rules" attitude, not completely or universally, but moreso than 2e. (And that's also not to pretend there weren't a bunch of 2e rules lawyers.)</p><p></p><p>I still miss the optional rule where spells took initiative time to cast, and if the caster took damage during that interval, they lost the spell. (I know some people consider it "unfun" to have their 1st level wizard's only spell for the day wasted and be stuck throwing darts (assuming they even survived the hit with their 1d4 max HP); this is just a personal preference, but to me making casting more risky/costly makes it feel special and sometimes tense.)</p><p></p><p>But most importantly, in 5e, the picture of the invisible stalker is some kind of half-transparent creature enveloping someone; in 2e, the picture of the invisible stalker is just a blank white space.</p></blockquote><p></p>
[QUOTE="Milieu, post: 9012978, member: 7041560"] Yeah, I get this. 2e made me feel like I "had to" learn more about medieval society to be good at world building. But I was excited about it! 2e "felt" more about exploration than later editions, at least tonally. Newer editions seem to have shifted the adventuring focus even more toward combat IMO. The 2e rules were kind of a mess, but in a way it felt like that gave you more permission to wing, house rule, homebrew, or hack the rules as DM because you kind of had to. It perhaps put more work on the DM and made bad DMs worse, but it was kind of freeing at the same time. 3e+ seem (to me) to give more of a "the rules are the rules" attitude, not completely or universally, but moreso than 2e. (And that's also not to pretend there weren't a bunch of 2e rules lawyers.) I still miss the optional rule where spells took initiative time to cast, and if the caster took damage during that interval, they lost the spell. (I know some people consider it "unfun" to have their 1st level wizard's only spell for the day wasted and be stuck throwing darts (assuming they even survived the hit with their 1d4 max HP); this is just a personal preference, but to me making casting more risky/costly makes it feel special and sometimes tense.) But most importantly, in 5e, the picture of the invisible stalker is some kind of half-transparent creature enveloping someone; in 2e, the picture of the invisible stalker is just a blank white space. [/QUOTE]
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What does AD&D 2E do better than 5E?
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