Spell said:
i think he's referring to the fact that PCs tended to die more often than in 3e, and that, at least in my campaigns, raising them wouldn't have been that easy. so, when your character died, you had to roll a new one.
i've never met anyone whose campaign allowed more than a character per player. dark sun suggested to have character trees, as far as i remeber, but you still had to choose one character per each adventure.
This does not jive with my experience at all. I've slain a LOT more PC's in 3e than I ever did in 2e. Heck, I was averaging a PC fatality every 3 sessions in my last campaign, and these were high powered PC's where I allowed most any book they wanted to use and I was stuck with only the SRD.
2e PC's, between kits and the fact that the monsters couldn't do much damage, beyond about 3rd level were practically impossible to kill except with save or die effects.
Again, IME, YMMV and all that.
I meant that over the course of a long campaign, players will have many characters, not all at once (although I understand this was the way it was done in OD&D by many people; I never played that iteration of the game). Sometimes it was because a character died, sometimes it was because a character was retired and sometimes it was because one of the other members of the group wanted to DM as well, in the same world and campaign but "over here". The point is, though, that minimum ability score requirements were a tool in balancing characters over the long term of a campaign, not balancing characters between one another. The same can be said for demi-human level caps (although the implementation wasn't so good -- way too low in 1e and way too high in 2e).
I think you are projecting your own experience here. "Long campaign"? We know that the average 2e campaign lasted under two years. That's been shown pretty clearly. We also have a pretty good idea that many groups only had one DM. Also, with the plethora of campaign settings out there, I'm not sure how often you would see different DM's sharing the same setting with the same group. It certainly never happened IME. ((But that's just me projecting my experience

))
Minimum ability scores did not work. Full stop. As a balancing mechanic, they can only be seen as an utter failure. Other than paladins, most classes only needed average or slightly higher than average stats to begin with. Getting the rolls you needed to play a ranger or a druid wasn't all that statistically rare. Any of the base classes was a snap. You only needed a 9 Wisdom to play a cleric, for example.
The problem with the racial level limits is that players chose races where the limit would not come into play since most campaigns topped out at about 12th level. You simply chose races based on the level limits. If you wanted to play a fighter, you chose either dwarf or human. Fighter/magic user - elf or half elf. Since the level limits didn't kick in all that often, they were not terribly useful as a balancing mechanic.
And, on the point about the rarity of magic items. Again, I've pointed this out before, take a look at your 1e or 2e paladin. A paladin was limited to 10 magic items. That limit was strictly enforced. It was meant to be a limitation. That means that every other PC SHOULD have more than 10 magic items at one time, sometime in his or her career. Otherwise, the limitation is meaningless.
TEN magic items was considered a LOW limit.