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2E vs 3E: 8 Years Later. A new perspective?
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<blockquote data-quote="balterkn" data-source="post: 3998513" data-attributes="member: 46546"><p>My list of love them in DnDX</p><p></p><p>2e:</p><p>-Clerics were significantly different from each other, more than just domain differences in 3e</p><p>-2e NWPs provided for skills outside "core competencies" much more easily than 3e skills (3e puts too many "core adventuring skills" into skills, and thus forcing a choice between gaining breadth verses depth as a character advances)</p><p>-Wizard & cleric spells tended to have more "non-combat" spells (my impression, no real analysis to back this up)</p><p>- Low statistics didn't kill character concepts (in 3e, just about any stat below 8 is unreasonable, but in 2e we had fun with some characters with 3-5's in a stat, and that low stat didn't really kill the character concept - basically the penalties/bonuses scaled more slowly with the changing stat)</p><p>- Looser integration among combat rules enabled us to keep those we wanted to simulate and ignore ones we didn't want to simulate - each campaign could more easily have a different feel</p><p>- The game had a more simulation feel; players would roll for things on tables and then have to invest stories that fit the results (useful to prevent the same character stories from being played over and over and over...); of course, we often did just pick the results we wanted</p><p></p><p></p><p>3e:</p><p>- 3e skills provide a more natural "training" progression</p><p>- BAB and iterative attack progression preferred in play (THAC0 wasn't hard, just BAB more "natural")</p><p>- Saves types more rational (fortitude, reflex, and will pretty easy for me to identify what type of save should be made in an unknown situation)</p><p>- Mechanically, the d20 system works for overcoming challenges with fewer tables (we can guess at DCs and modifiers without having to reference tables), but somehow (again, not quantifiable) some flavor seems lost</p><p></p><p></p><p>There are many more things I like about the two systems. These are just a 5 minute brain dump of what I've been thinking of recently.</p><p></p><p>Overall they are vaguely similar games with very different feels. My choice of which to use is based on what feel I want for that game.</p></blockquote><p></p>
[QUOTE="balterkn, post: 3998513, member: 46546"] My list of love them in DnDX 2e: -Clerics were significantly different from each other, more than just domain differences in 3e -2e NWPs provided for skills outside "core competencies" much more easily than 3e skills (3e puts too many "core adventuring skills" into skills, and thus forcing a choice between gaining breadth verses depth as a character advances) -Wizard & cleric spells tended to have more "non-combat" spells (my impression, no real analysis to back this up) - Low statistics didn't kill character concepts (in 3e, just about any stat below 8 is unreasonable, but in 2e we had fun with some characters with 3-5's in a stat, and that low stat didn't really kill the character concept - basically the penalties/bonuses scaled more slowly with the changing stat) - Looser integration among combat rules enabled us to keep those we wanted to simulate and ignore ones we didn't want to simulate - each campaign could more easily have a different feel - The game had a more simulation feel; players would roll for things on tables and then have to invest stories that fit the results (useful to prevent the same character stories from being played over and over and over...); of course, we often did just pick the results we wanted 3e: - 3e skills provide a more natural "training" progression - BAB and iterative attack progression preferred in play (THAC0 wasn't hard, just BAB more "natural") - Saves types more rational (fortitude, reflex, and will pretty easy for me to identify what type of save should be made in an unknown situation) - Mechanically, the d20 system works for overcoming challenges with fewer tables (we can guess at DCs and modifiers without having to reference tables), but somehow (again, not quantifiable) some flavor seems lost There are many more things I like about the two systems. These are just a 5 minute brain dump of what I've been thinking of recently. Overall they are vaguely similar games with very different feels. My choice of which to use is based on what feel I want for that game. [/QUOTE]
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