jlac
First Post
I played in a 2 hour 2e game at Origins this year. It was the top portion of Ye Olde Moathouse. While what the OP says is true about 2e (and I did have fun), it did remind me why I will not play it anymore - just a maddening jumble of "roll high for this, roll low for that". I ran the thief and the wizard, and in that two hours I rolled the following to see if I could do anything:
I felt like I was playing Calvinball. Fun, but the rules were a mess.
- Roll high on a d20 to hit
- Roll low on a d20 to see if I could swim across the moat
- Roll high on a d6 to surprise someone
- Roll low on a d6 to see if I found a secret door
- Roll low on d% to listen /detect traps/climb
- Roll low on a d10 for initiative
- No roll - cast a spell
...
I'm not sure why you included "cast a spell" on a list of rolls you had to make, other than to pad the list. However, rolling for surprise in 2E is d10, roll low. So, other than the attack roll, all the rolls in your list are roll low. Hardly seems like a "maddening jumble" to me.
