D&D 5E So 5E is the Successor to AD&D 2nd Edition? How and How Not?

Well, other than The Edition That Must Not Be Named.
Honestly 5E is still a successor to 4E in some important ways... even if sometimes that means specifically rejecting 4Eisms that arguably should have been kept. Unless you mean something else that shouldn't be named?

What do you think? Do you think 5e feels like 2nd edition? Do you see any other differences? What are the similarities?
How familiar are you with 3E and 4E? Because something you have to understand is that with those two editions building characters was almost more of the game than actually playing the game was. In 5E, characters have a fairly straight forward list of what they get at each level with relatively few options (though kits are now the mandatory subclasses).

In 3E, Feats, templates, magic items and prestige classes all made building characters extremely complicated. Similar, in 4E character creation was more straight forward but still involved picking Feats every two levels, powers every level, as well as Paragon Paths and Epic Destinies. Dark Sun also added Themes that could further modify your chaacter.

5E feels like 2E to some players because it's a return to a much simpler and more play-focused game compared to the build-obsessed nature of the first two WOTC editions.
 

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If D&D was a car, I would say that 5E has the paint job and outline of 2E, but it's a whole different interior and engine.

It has the same outward facing names of things, but the mechanics and playstyle are nothing alike.

It's like this - both of them have class levels up to 20th and spell names up to 9th level, but 2E approaches magic as a rare quality that occasionally springs up and is somewhat terrifying when it does (cursed items, spells that age you or have other negative effects, strict limits on spellcasting, d4 Wizard hit points and more). The lore and playstyle really tends to push the narrative that overall (you can feel it in how the designers are always at the ready with the banhammer against magic), magic isn't really that common and the supernatural is quite distinct from the mundane world. In 5E, its everywhere and in everything - you can't swing a wand without running into something magical.

Likewise, in 2E combat is in a transition state from 1E as being a punishment for failing to correctly scout ahead, negotiate or problem-solve to avoid fights; you and your group are outnumbered and outclassed almost all the time. There's a bit more push against the requirement of 10 foot poles, but encounters still tend to discourage a direct approach. 5E, on the other hand, not only encourages you to solve every problem with violence, but that the group should almost always be able to overwhelm the opposition in a straight-up fight.

And, as others have noted, rest and recover are two comletely different animals between editions. 2E is really about wearing down the party's resources until the group is forced to rest, and then punishing them with recovery periods that match the mundane world. 5E use action movie rest and recovery options, with no long-term negative effects. It's quite stark.

You can really tell with 2E in how the whole world seems to start falling apart when you get into the double-digit levels. The game's no longer gritty, and the designers just seem to be unwilling to accept and build adventures around that fact. They still try to treat it the same as lower level.

5E can get just as wild with abilities and powers, but the worldbuilding much more accomodates higher level characters and their abilities.

So, if you just look at the surface, the two do appear very similar. But in actual play, they are two COMPLETELY different animals. And, in most ways, I prefer how 5E actually runs at the table.
 



I think the second wind of 3E (PF1) actually brought the neotrad character focus back to the adventure. Paizo's work always tied the characters to the setting and narrative aspects (whether it worked mechanically well or not is another story). So, now the adventure really mattered becasue it wasnt up to the GM to make those character moments shine, it was written right into the AP.

I think if 5E wanted to get some new momentum, it would be trying to embrace that sort of dynamic.
If they really wanted to "neotrad" up an AP, they'd make it more like Baldur's Gate 3.

Have an adventure with 4-6 "roles" to play (like a PbtA playbook) that don't have a tight race-class dependency (like "My heart was replaced with a Devil Engine" or "Escapee Vampire Spawn"). The characters gain bonuses depending on the role chosen, but can customize the character otherwise (maybe with some "recommended" classes). Portions of the AP are then devoted to that character-specific story.
 

It's like this - both of them have class levels up to 20th and spell names up to 9th level, but 2E approaches magic as a rare quality that occasionally springs up and is somewhat terrifying when it does (cursed items, spells that age you or have other negative effects, strict limits on spellcasting, d4 Wizard hit points and more). The lore and playstyle really tends to push the narrative that overall (you can feel it in how the designers are always at the ready with the banhammer against magic), magic isn't really that common and the supernatural is quite distinct from the mundane world. In 5E, its everywhere and in everything - you can't swing a wand without running into something magical.
I mean you say 2E was low magic but I remember how ungodly full of magic items my BG/BG2 party inventories were. Or how every Vodoni Enforcer in Under the Dark Fist has a +1 longsword.
 


If they really wanted to "neotrad" up an AP, they'd make it more like Baldur's Gate 3.

Have an adventure with 4-6 "roles" to play (like a PbtA playbook) that don't have a tight race-class dependency (like "My heart was replaced with a Devil Engine" or "Escapee Vampire Spawn"). The characters gain bonuses depending on the role chosen, but can customize the character otherwise (maybe with some "recommended" classes). Portions of the AP are then devoted to that character-specific story.
Thats more or less how the PF1 APs worked. Though, the adventure woven material was pretty thin. As a GM I had to play it up quite a bit on my own.
 



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