Spell said:
well, they were not. have you checked how much of the PHB is devoted to the combat section? how many spells are connected to combat vs. those than have other effects? how many NWP have nothing to do with combat?
now, you might like the way things were implemented, but you can't say that the level of "combat madness" was the same in earlier editions of the games.
. . .
like? the alignment is toned down. non adventuring specific skills (farming, woodcutting, and so on) are either confined in knowledges, crafts and professions, or just not in the game. feats are mostly just an excuse to rake in combat bonuses and "cool" tactical manoeuvres.
where is this famed customization?
Could you give some examples here? I'm seeing more similarities than differences in D&D editions on this.
My rtf from the 2e Rules CD does not have page numbers but the combat chapter from the PH (chapter 9) seems to have the most subheads of any chapter in the book but only covers 37 out of 570 pages of the rtf file. I'm not sure how much of the 3e PH is the combat section. I know in 1e that stuff was mostly not in the PH but in the DMG.
[SBLOCK]
Chapter 1: Player Character Ability Scores
Rolling Ability Scores
Alternative Dice-Rolling Methods
The Ability Scores
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
What the Numbers Mean
Chapter 2: Player Character Races
Minimum and Maximum Ability Scores
Racial Ability Adjustments
Class Restrictions and Level Limits
Languages
Dwarves
Elves
Gnomes
Half-Elves
Halflings
Humans
Other Characteristics
Chapter 3: Player Character Classes
Class Ability Score Requirements
Class Descriptions
Warrior
Fighter
Paladin
Ranger
Wizard
Mage
Schools of Magic
Specialist Wizards
Illusionist
Priest
Cleric
Priests of Specific Mythoi
Requirements
Weapons Allowed
Spells Allowed (Spheres of Influence)
Granted Powers
Ethos
Priest Titles
Balancing It All
Druid
Druid Organization
Rogue
Thief
Bard
Multi-Class and Dual-Class Characters
Multi-Class Combinations
Multi-Class Benefits and Restrictions
Dual-Class Benefits and Restrictions
Chapter 4: Alignment
Law, Neutrality, and Chaos
Good, Neutrality, and Evil
Alignment Combinations
Non-Aligned Creatures
Playing the Character's Alignment
Changing Alignment
Chapter 5: Proficiencies (Optional)
Acquiring Proficiencies
Training
Weapon Proficiencies
Effects of Weapon Proficiencies
Related Weapon Bonus
Weapon Specialization
Cost of Specialization
Effects of Specialization
Nonweapon Proficiencies
Using What You Know
Secondary Skills
Nonweapon Proficiencies
Using Nonweapon Proficiencies
Nonweapon Proficiency Descriptions
Chapter 6: Money and Equipment
Starting Money
Equipment Lists
Clothing
Daily Food and Lodging
Household Provisioning
Tack and Harness
Transport
Miscellaneous Equipment
Animals
Services
Weapons
Armor
Equipment Descriptions
Tack and Harness
Transport
Miscellaneous Equipment
Weapons
Armor
Armor Sizes
Getting Into and Out of Armor
Creatures with Natural Armor Classes
Encumbrance (Optional Rule)
Basic Encumbrance (Tournament Rule)
Specific Encumbrance (Optional Rule)
Encumbrance and Mounts (Tournament Rule)
Magical Armor and Encumbrance
Effects of Encumbrance
Chapter 7: Magic
Wizard Spells
Schools of Magic
Learning Spells
Illusions
Priest Spells
Casting Spells
Spell Components (Optional Rule)
Magical Research
Spell Descriptions
Chapter 8: Experience
Group Experience Awards
Individual Experience Awards
Training
Where's the Specific Info?
Chapter 9: Combat
More Than Just Hack-and-Slash
Definitions
The Attack Roll
Figuring the To-Hit Number
Modifiers to the Attack Roll
Weapon Type vs. Armor Modifiers (Optional Rule)
The Various Types of Weapons
Impossible To-Hit Numbers
Calculating THAC0
Combat and Encounters
The Combat Round
What You Can Do in One Round
The Combat Sequence
Initiative
Standard Initiative Procedure
Initiative Modifiers
Group Initiative (Optional Rule)
Individual Initiative (Optional Rule)
Multiple Attacks and Initiative
Spellcasting and Initiative
Weapon Speed and Initiative (Optional Rule)
Magical Weapon Speeds
Attacking with Two Weapons
Movement in Combat
Movement in Melee
Movement and Missile Combat
Charging an Opponent
Retreat
Attacking Without Killing
Punching and Wrestling
Overbearing
Weapons in Non-Lethal Combat
Non-Lethal Combat and Creatures
Touch Spells and Combat
Missile Weapons in Combat
Range
Rate of Fire
Ability Modifiers in Missile Combat
Firing into a Melee
Taking Cover Against Missile Fire
Grenade-Like Missiles
Types of Grenade-Like Missiles
Special Defenses
Parrying (Optional Rule)
The Saving Throw
Rolling Saving Throws
Saving Throw Priority
Voluntarily Failing Saving Throws
Ability Checks as Saving Throws
Modifying Saving Throws
Magic Resistance
Effects of Magic Resistance
When Magic Resistance Applies
Successful Magic Resistance Rolls
Turning Undead
Evil Priests and Undead
Injury and Death
Wounds
Special Damage
Falling
Paralysis
Energy Drain
Poison
Treating Poison Victims
Healing
Natural Healing
Magical Healing
Herbalism and Healing Proficiencies
Character Death
Death From Poison
Death From Massive Damage
Inescapable Death
Raising the Dead
Chapter 10: Treasure
Treasure Types
Magical Items
Dividing and Storing Treasure
Chapter 11: Encounters
The Surprise Roll
Effects of Surprise
Encounter Distance
Encounter Options
Chapter 12: NPCs
Hirelings
Followers
Henchmen
Player Character Obligations
Chapter 13: Vision and Light
Limits of Vision
Light
Infravision
Using Mirrors
Chapter 14: Time and Movement
Movement
Jogging and Running (Optional Rule)
Cross-Country Movement
Swimming
Holding Your Breath
Climbing
Calculating Success
Climbing Rates
Types of Surfaces
Actions While Climbing
Climbing Tools
Getting Down
[/SBLOCK]
I'm not remembering it as less focused on combat than 3e, can you point out specifics?
Here are the 2e NWPs
[SBLOCK]Table 37:
Nonweapon Proficiency Groups
General
# of Slots Relevant Check
Proficiency Required Ability Modifier
Agriculture 1 Intelligence 0
Animal Handling 1 Wisdom -1
Animal Training 1 Wisdom 0
Artistic Ability 1 Wisdom 0
Blacksmithing 1 Strength 0
Brewing 1 Intelligence 0
Carpentry 1 Strength 0
Cobbling 1 Dexterity 0
Cooking 1 Intelligence 0
Dancing 1 Dexterity 0
Direction Sense 1 Wisdom +1
Etiquette 1 Charisma 0
Fire-building 1 Wisdom -1
Fishing 1 Wisdom -1
Heraldry 1 Intelligence 0
Languages, Modern 1 Intelligence 0
Leatherworking 1 Intelligence 0
Mining 2 Wisdom -3
Pottery 1 Dexterity -2
Riding, Airborne 2 Wisdom -2
Riding, Land-based 1 Wisdom +3
Rope Use 1 Dexterity 0
Seamanship 1 Dexterity +1
Seamstress/Tailor 1 Dexterity -1
Singing 1 Charisma 0
Stonemasonry 1 Strength -2
Swimming 1 Strength 0
Weather Sense 1 Wisdom -1
Weaving 1 Intelligence -1
Priest
# of Slots Relevant Check
Proficiency Required Ability Modifier
Ancient History 1 Intelligence -1
Astrology 2 Intelligence 0
Engineering 2 Intelligence -3
Healing 2 Wisdom -2
Herbalism 2 Intelligence -2
Languages, Ancient 1 Intelligence 0
Local History 1 Charisma 0
Musical Instrument 1 Dexterity -1
Navigation 1 Intelligence -2
Reading/Writing 1 Intelligence +1
Religion 1 Wisdom 0
Spellcraft 1 Intelligence -2
Rogue
# of Slots Relevant Check
Proficiency Required Ability Modifier
Ancient History 1 Intelligence -1
Appraising 1 Intelligence 0
Blind-fighting 2 NA NA
Disguise 1 Charisma -1
Forgery 1 Dexterity -1
Gaming 1 Charisma 0
Gem Cutting 2 Dexterity -2
Juggling 1 Dexterity -1
Jumping 1 Strength 0
Local History 1 Charisma 0
Musical Instrument 1 Dexterity -1
Reading Lips 2 Intelligence -2
Set Snares 1 Dexterity -1
Tightrope Walking 1 Dexterity 0
Tumbling 1 Dexterity 0
Ventriloquism 1 Intelligence -2
Warrior
# of Slots Relevant Check
Proficiency Required Ability Modifier
Animal Lore 1 Intelligence 0
Armorer 2 Intelligence -2
Blind-fighting 2 NA NA
Bowyer/Fletcher 1 Dexterity -1
Charioteering 1 Dexterity +2
Endurance 2 Constitution 0
Gaming 1 Charisma 0
Hunting 1 Wisdom -1
Mountaineering 1 NA NA
Navigation 1 Intelligence -2
Running 1 Constitution -6
Set Snares 1 Intelligence -1
Survival 2 Intelligence 0
Tracking 2 Wisdom 0
Weaponsmithing 3 Intelligence -3
Wizard
# of Slots Relevant Check
Proficiency Required Ability Modifier
Ancient History 1 Intelligence -1
Astrology 2 Intelligence 0
Engineering 2 Intelligence -3
Gem Cutting 2 Dexterity -2
Herbalism 2 Intelligence -2
Languages, Ancient 1 Intelligence 0
Navigation 1 Intelligence -2
Reading/Writing 1 Intelligence +1
Religion 1 Wisdom 0
Spellcraft 1 Intelligence -2
[/SBLOCK]
It looks like most of these are covered by equivalent 3e skills or feats. I remember a lot of 2e rogues with tumbling proficiency and I know my 2e human fighter had blindfighting.
2e had a focus on storytelling while 3e has a focus on "back to the 1e dungeon" but these seemed to be play style presentations to me, not mechanics of the games.
Take the 2e wizard spell list from the PH and compare to the 3e PH wizard spell list
[SBLOCK]Wizard Spells
1st Level
Affect Normal Fires (GONE)
Alarm (RETAINED)
Armor (RETAINED)
Audible Glamer (RETAINED)
Burning Hands (RETAINED)
Cantrip (RETAINED)
Change Self (RETAINED)
Charm Person (RETAINED)
Chill Touch (RETAINED)
Color Spray (RETAINED)
Comprehend Languages (RETAINED)
Dancing Lights (RETAINED)
Detect Magic (RETAINED)
Detect Undead (RETAINED)
Enlarge (RETAINED)
Erase (RETAINED)
Feather Fall (RETAINED)
Find Familiar (RETAINED as class ability)
Friends (GONE)
Gaze Reflection (GONE)
Grease (RETAINED)
Hold Portal (RETAINED)
Hypnotism (RETAINED)
Identify (RETAINED)
Jump (RETAINED)
Light (RETAINED)
Magic Missile (RETAINED)
Mending (RETAINED)
Message (RETAINED)
Mount (RETAINED)
Nystul's Magical Aura (RETAINED)
Phantasmal Force (RETAINED)
Protection From Evil (RETAINED)
Read Magic (RETAINED)
Shield (RETAINED)
Shocking Grasp (RETAINED)
Sleep (RETAINED)
Spider Climb (RETAINED)
Spook (RETAINED)
Taunt (GONE)
Tenser's Floating Disc (RETAINED)
Unseen Servant (RETAINED)
Ventriloquism (RETAINED)
Wall of Fog (RETAINED)
Wizard Mark (RETAINED)[/SBLOCK]
Affect normal fires and friends are non-combat spells that are gone, but taunt is a combat spell thats gone as well.
3e for 1st level wizards added in Endure Elements (which traces back to 1e), Detect Secret Doors, True Strike, Animate Rope, and Expeditious Retreat as completely new spells as far as I could tell (others were just rearranged in spell levels).
I see alignment affecting a little more in 3e than in 2e, in 2e it affected some classes and some items and some spells. In 3e it seems to affect more with more spells and items interacting mechanically with alignment as well as monster alignment issues having mechanical effects for DR and clerical summoning.
Non combat stuff on character sheets seems to have stayed the same in each edition, name, description, deity worshipped, notes, etc.
I'm not seeing the difference in