Yeah, the teleporting fiends could be a nightmare. I remember a spell in 3e, not sure if it was in 2e, that locked down teleporting and was a requirement for fights like that.
I forgot about readying an action, I could see that being useful for archers covering the party from enemy spellcasters.
That ogremage fight sounds like it would be very annoying.
I think initially when I started in 2e we use the chance to learn a spell but it was quickly discarded along with maximum spells known. It pretty much became "You've found a scroll, is it from a prohibited school? No? Then you can add it to your spellbook." There was probably downtime/costs...
Spell disruption was still in 3e but it was definitely easier on the casters as long as they put decent amounts of skill points into concentration they might be able to "save" against being disrupted or even set themselves up to cast defensively without having to worry about an attack of...
When a paladin or ranger loses their status in 2e, they remain the same level and simply lose any excess xp which would, presumably put them 1 xp off from levelling.
I'm not sure where I saw it or which edition it was from but I also recall systems setting their xp at the halfway point, this...
I know this is the What you thought a thread title said, but have people ever read a title, gone "WTF, mate?" reread the title, only to realise you did read it correctly? Like this classic from a few weeks back: Do you go in RAW 100%.
1e initiative sounds crazy confusing. I far prefer the ease of rolling a d6 and the highest side goes first. I remember using weapon speeds and casting time in 2e but not sure I can recall how it works now, I don't recall it being as difficult to figure out as 1e though.