2E vs 3E: 8 Years Later. A new perspective?

Reynard said:
Mechanically, 3E tends to be more intuitive than previous editions. unfortunately, it is also much mroe integreated, which means adding and removing subsystems is a little more difficult than in previous editions. When the whole system is integrated, it gets broken a lot easier by messing with one little piece. When the "system" is really composed of discrete subsystems, it is harder to break.

For example, the grappling/punching rules of 1E and 2E were just a pain to use. They were also easily replaced, because they really didn't mesh with any other system in the game.

True, I do miss the lack of cohesive integration of 1e/2e. As you said (and as I've argued in the past on ENworld), it did make it much easier to swap out subsystems for completely new subsystems.

Cheers
 

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Cue C&C-fanboi post in 3... 2... 1... ;)

Seriously: Which 2e?

2e by the Core Rules: Simplest version of the game aside from Basic. Not too much in the way of detail, but streamlined and quick. If you ever want to resolve a fight between seven player characters, their dozen henchmen and their half-a-dozen summoned monsters on one side, and nineteen giants with a shaman and thirty worgs on the other, then don't try it in 3e. ;)

2e by the Core Rules + Complete (class) splatbooks: All flavour and settings. (I liked Planescape for this ruleset.)

2.5e (by which I mean 2e + Skills & Powers + Player's Option): Not the same game at all imo--not an improvement to my mind. I think the added complexity made it a min/maxer's paradise without adding anything in the way of fun.
 

Spell said:
i hate the combat. even before the 3.5 it was waaaaay too rule heavy for my tastes. preparation time would take forever, if you want to follow the rules, or, god spare us, customize your monsters.

...

and, most of all, i completely despise the fact that the unification of the system meant that if you wanted to change one bit, you basically had to balance one subsystem or another.

...

try to get rid of feats, or simplify (and speed up) combat, or run a low magic campaign without having to refer to a dozen of other published books beyond the core ones.

...

ps: that is not to say that you can't house rule 3.x. but, with my very limited amount of time, i simply had to quit role playing. i could have found a group and played with them, but i like to DM, sorry.

You know, for years I have seen people on these boards extoll the virtues of Rules Light systems. But I never did see much of the appeal myself. You make several points here that I readilly acknowledge too. Prep time for NPC's at higher levels does take a long time, and there is too much 'Variable Sprawl'. The math is not difficult, but keeping track of every current modifier can drive you nuts. Still, I do not how the absence of these things really weighed that heavily in favor of rules light systems.

But your comments do suggest something I had not previously considered.

In systems like D&D where you are presented with both a large number of choices to consider when creating a character, and when you have many variables that interact with a lot of stats (Modifing 1 stat and having to adjust 2 or 3 others), it becomes essentially impossible to improvise an effective combatant NPC on the fly and still be consistent with the rules.

Third edition further complicates that by being a well thought out and interconnected system. The only reason I can see to want to house rule out feats is to make high level character creation quicker. Slamming out a 12th level fighter is easy when all you have to remember is "12d10 hp, +12 Bab, +x, +y, +y" for saves as a base line. Maybe you also drop in a few feats as obligitory power (all fighters get feat X at level Y), though use less of them.

But when you also have to select 10 feats, and level appropriate equipment, things grind to a halt.

This is further aggravated if you have PC's who are prone to pick a fight with unexpected opponents. You may not have statted out the captain of the guard, but if the players end up insisting on a course of action where he would show up and fight, then you have a problem.

For 2nd Edition, this problem would have only shown up for Wizards. Clerics could cast anything their spheres allowed, so you only had to determine those. Rogues did have a percentile table for their core skills, but you could get away with applying a flat average if you are in a hurry. Fighters had very few stats to worry about. Wizards you would have had to select spells, but I have yet to see a game where there would be any high level wizards that that may be pulled into an unexpected fight.

I still do not think much of rules light systems myself though. 2nd Edition had plenty of elements in it that are just not nearly as good as 3rd editions elements, in my opinion.

END COMMUNICATION
 

I thought of another 2e preference.

I used Basic D&D and 1e stuff (monsters, magic items, classes, spells, modules, races, NPCs) pretty straight in my 2e games. It takes significantly more conversion work, you have to recreate them, to use them in 3e for most. It can sometimes be a quick conversion to go 1e to 3e, but it is an extra step that must be done.

I found it easier to add other game system stuff straight into my 2e games than my 3e ones (MERP spells, Ars Magica spells, Earthdawn True Name rituals, Paladium stuff, etc.)
 

Lord Zardoz said:
For 2nd Edition, this problem would have only shown up for Wizards. Clerics could cast anything their spheres allowed, so you only had to determine those.

Clerics still had to choose their spells for the day, they could not spontaneously cast any they wanted at the time. To get a cleric NPC ready for an interaction you still had to choose a lot of spells.
 

glass said:
We did too, but I think it was one of those houserules that everybody had. Didn't someone mention in another thread that it was suggested in the Dark Sun boxed set.


glass.

It's an optional rule in the 2e DMG. We've been using it in games since 1st edition, so I don't know where its ultimate origin lies. Probably 1e DMG as well, I'm thinking. I seem to recall a rule where a PC was effectively incapacitated for a week or so if brought back from negative hit points before actually dying.
 

billd91 said:
It's an optional rule in the 2e DMG. We've been using it in games since 1st edition, so I don't know where its ultimate origin lies. Probably 1e DMG as well, I'm thinking. I seem to recall a rule where a PC was effectively incapacitated for a week or so if brought back from negative hit points before actually dying.

1e DMG, p.82, column 2.

I didn't even have to look that up... been playing the same game for nigh on thirty years now. ;)
 

Taken as a whole, 2e was a step back from 1E and D&D. There's not much from 2E that I really miss. The World Builder's Guidebook was an awesome 2E era book, but for the most part, the settings were fairly poor, the adventures were far worse, and the rules not only didn't fix the problems with 1E, but added more rules that were contrived or burdensome.

Though I've tired of a lot of 3.x's faults, it was a huge step forward from 2E.
 



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