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2E vs 3E: 8 Years Later. A new perspective?
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<blockquote data-quote="Voadam" data-source="post: 4002503" data-attributes="member: 2209"><p>Could you give some examples here? I'm seeing more similarities than differences in D&D editions on this.</p><p></p><p>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.</p><p></p><p>[SBLOCK]</p><p>Chapter 1: Player Character Ability Scores </p><p></p><p> Rolling Ability Scores</p><p> Alternative Dice-Rolling Methods</p><p> The Ability Scores</p><p> Strength</p><p> Dexterity</p><p> Constitution</p><p> Intelligence</p><p> Wisdom</p><p> Charisma</p><p> What the Numbers Mean</p><p></p><p>Chapter 2: Player Character Races </p><p></p><p> Minimum and Maximum Ability Scores</p><p> Racial Ability Adjustments</p><p> Class Restrictions and Level Limits</p><p> Languages</p><p> Dwarves</p><p> Elves</p><p> Gnomes</p><p> Half-Elves</p><p> Halflings</p><p> Humans</p><p> Other Characteristics</p><p></p><p>Chapter 3: Player Character Classes </p><p></p><p> Class Ability Score Requirements</p><p> Class Descriptions</p><p> Warrior</p><p> Fighter</p><p> Paladin</p><p> Ranger</p><p> Wizard</p><p> Mage</p><p> Schools of Magic</p><p> Specialist Wizards</p><p> Illusionist</p><p> Priest</p><p> Cleric</p><p> Priests of Specific Mythoi</p><p> Requirements</p><p> Weapons Allowed</p><p> Spells Allowed (Spheres of Influence)</p><p> Granted Powers</p><p> Ethos</p><p> Priest Titles</p><p> Balancing It All</p><p> Druid</p><p> Druid Organization</p><p> Rogue</p><p> Thief</p><p> Bard</p><p> Multi-Class and Dual-Class Characters</p><p> Multi-Class Combinations</p><p> Multi-Class Benefits and Restrictions</p><p> Dual-Class Benefits and Restrictions</p><p></p><p>Chapter 4: Alignment </p><p></p><p> Law, Neutrality, and Chaos</p><p> Good, Neutrality, and Evil</p><p> Alignment Combinations</p><p> Non-Aligned Creatures</p><p> Playing the Character's Alignment</p><p> Changing Alignment</p><p></p><p>Chapter 5: Proficiencies (Optional) </p><p></p><p> Acquiring Proficiencies</p><p> Training</p><p> Weapon Proficiencies</p><p> Effects of Weapon Proficiencies</p><p> Related Weapon Bonus</p><p> Weapon Specialization</p><p> Cost of Specialization</p><p> Effects of Specialization</p><p> Nonweapon Proficiencies</p><p> Using What You Know</p><p> Secondary Skills</p><p> Nonweapon Proficiencies</p><p> Using Nonweapon Proficiencies</p><p> Nonweapon Proficiency Descriptions</p><p></p><p>Chapter 6: Money and Equipment </p><p></p><p> Starting Money</p><p> Equipment Lists</p><p> Clothing</p><p> Daily Food and Lodging</p><p> Household Provisioning</p><p> Tack and Harness</p><p> Transport</p><p> Miscellaneous Equipment</p><p> Animals</p><p> Services</p><p> Weapons</p><p> Armor</p><p> Equipment Descriptions</p><p> Tack and Harness</p><p> Transport</p><p> Miscellaneous Equipment</p><p> Weapons</p><p> Armor</p><p> Armor Sizes</p><p> Getting Into and Out of Armor</p><p> Creatures with Natural Armor Classes</p><p> Encumbrance (Optional Rule)</p><p> Basic Encumbrance (Tournament Rule)</p><p> Specific Encumbrance (Optional Rule)</p><p> Encumbrance and Mounts (Tournament Rule)</p><p> Magical Armor and Encumbrance</p><p> Effects of Encumbrance</p><p></p><p>Chapter 7: Magic </p><p></p><p> Wizard Spells</p><p> Schools of Magic</p><p> Learning Spells</p><p> Illusions</p><p> Priest Spells</p><p> Casting Spells</p><p> Spell Components (Optional Rule)</p><p> Magical Research</p><p> Spell Descriptions</p><p></p><p>Chapter 8: Experience </p><p></p><p> Group Experience Awards</p><p> Individual Experience Awards</p><p> Training</p><p> Where's the Specific Info?</p><p></p><p>Chapter 9: Combat </p><p></p><p> More Than Just Hack-and-Slash</p><p> Definitions</p><p> The Attack Roll</p><p> Figuring the To-Hit Number</p><p> Modifiers to the Attack Roll</p><p> Weapon Type vs. Armor Modifiers (Optional Rule)</p><p> The Various Types of Weapons</p><p> Impossible To-Hit Numbers</p><p> Calculating THAC0</p><p> Combat and Encounters</p><p> The Combat Round</p><p> What You Can Do in One Round</p><p> The Combat Sequence</p><p> Initiative</p><p> Standard Initiative Procedure</p><p> Initiative Modifiers</p><p> Group Initiative (Optional Rule)</p><p> Individual Initiative (Optional Rule)</p><p> Multiple Attacks and Initiative</p><p> Spellcasting and Initiative</p><p> Weapon Speed and Initiative (Optional Rule)</p><p> Magical Weapon Speeds</p><p> Attacking with Two Weapons</p><p> Movement in Combat</p><p> Movement in Melee</p><p> Movement and Missile Combat</p><p> Charging an Opponent</p><p> Retreat</p><p> Attacking Without Killing</p><p> Punching and Wrestling</p><p> Overbearing</p><p> Weapons in Non-Lethal Combat</p><p> Non-Lethal Combat and Creatures</p><p> Touch Spells and Combat</p><p> Missile Weapons in Combat</p><p> Range</p><p> Rate of Fire</p><p> Ability Modifiers in Missile Combat</p><p> Firing into a Melee</p><p> Taking Cover Against Missile Fire</p><p> Grenade-Like Missiles</p><p> Types of Grenade-Like Missiles</p><p> Special Defenses</p><p> Parrying (Optional Rule)</p><p> The Saving Throw</p><p> Rolling Saving Throws</p><p> Saving Throw Priority</p><p> Voluntarily Failing Saving Throws</p><p> Ability Checks as Saving Throws</p><p> Modifying Saving Throws</p><p> Magic Resistance</p><p> Effects of Magic Resistance</p><p> When Magic Resistance Applies</p><p> Successful Magic Resistance Rolls</p><p> Turning Undead</p><p> Evil Priests and Undead</p><p> Injury and Death</p><p> Wounds</p><p> Special Damage</p><p> Falling</p><p> Paralysis</p><p> Energy Drain</p><p> Poison</p><p> Treating Poison Victims</p><p> Healing</p><p> Natural Healing</p><p> Magical Healing</p><p> Herbalism and Healing Proficiencies</p><p> Character Death</p><p> Death From Poison</p><p> Death From Massive Damage</p><p> Inescapable Death</p><p> Raising the Dead</p><p></p><p>Chapter 10: Treasure </p><p></p><p> Treasure Types</p><p> Magical Items</p><p> Dividing and Storing Treasure</p><p></p><p>Chapter 11: Encounters </p><p></p><p> The Surprise Roll</p><p> Effects of Surprise</p><p> Encounter Distance</p><p> Encounter Options</p><p></p><p>Chapter 12: NPCs </p><p></p><p> Hirelings</p><p> Followers</p><p> Henchmen</p><p> Player Character Obligations</p><p></p><p>Chapter 13: Vision and Light </p><p></p><p> Limits of Vision</p><p> Light</p><p> Infravision</p><p> Using Mirrors</p><p></p><p>Chapter 14: Time and Movement </p><p></p><p> Movement</p><p> Jogging and Running (Optional Rule)</p><p> Cross-Country Movement</p><p> Swimming</p><p> Holding Your Breath</p><p> Climbing</p><p> Calculating Success</p><p> Climbing Rates</p><p> Types of Surfaces</p><p> Actions While Climbing</p><p> Climbing Tools</p><p> Getting Down</p><p>[/SBLOCK]</p><p></p><p>I'm not remembering it as less focused on combat than 3e, can you point out specifics?</p><p></p><p>Here are the 2e NWPs</p><p></p><p>[SBLOCK]Table 37: </p><p>Nonweapon Proficiency Groups</p><p></p><p>General</p><p> # of Slots Relevant Check</p><p>Proficiency Required Ability Modifier</p><p>Agriculture 1 Intelligence 0</p><p>Animal Handling 1 Wisdom -1</p><p>Animal Training 1 Wisdom 0</p><p>Artistic Ability 1 Wisdom 0</p><p>Blacksmithing 1 Strength 0</p><p>Brewing 1 Intelligence 0</p><p>Carpentry 1 Strength 0</p><p>Cobbling 1 Dexterity 0</p><p>Cooking 1 Intelligence 0</p><p>Dancing 1 Dexterity 0</p><p>Direction Sense 1 Wisdom +1</p><p>Etiquette 1 Charisma 0</p><p>Fire-building 1 Wisdom -1</p><p>Fishing 1 Wisdom -1</p><p>Heraldry 1 Intelligence 0</p><p>Languages, Modern 1 Intelligence 0</p><p>Leatherworking 1 Intelligence 0</p><p>Mining 2 Wisdom -3</p><p>Pottery 1 Dexterity -2</p><p>Riding, Airborne 2 Wisdom -2</p><p>Riding, Land-based 1 Wisdom +3</p><p>Rope Use 1 Dexterity 0</p><p>Seamanship 1 Dexterity +1</p><p>Seamstress/Tailor 1 Dexterity -1</p><p>Singing 1 Charisma 0</p><p>Stonemasonry 1 Strength -2</p><p>Swimming 1 Strength 0</p><p>Weather Sense 1 Wisdom -1</p><p>Weaving 1 Intelligence -1 </p><p></p><p>Priest</p><p> # of Slots Relevant Check</p><p>Proficiency Required Ability Modifier</p><p>Ancient History 1 Intelligence -1</p><p>Astrology 2 Intelligence 0</p><p>Engineering 2 Intelligence -3</p><p>Healing 2 Wisdom -2</p><p>Herbalism 2 Intelligence -2</p><p>Languages, Ancient 1 Intelligence 0</p><p>Local History 1 Charisma 0</p><p>Musical Instrument 1 Dexterity -1</p><p>Navigation 1 Intelligence -2</p><p>Reading/Writing 1 Intelligence +1</p><p>Religion 1 Wisdom 0</p><p>Spellcraft 1 Intelligence -2 </p><p></p><p>Rogue</p><p> # of Slots Relevant Check</p><p>Proficiency Required Ability Modifier</p><p>Ancient History 1 Intelligence -1</p><p>Appraising 1 Intelligence 0</p><p>Blind-fighting 2 NA NA</p><p>Disguise 1 Charisma -1</p><p>Forgery 1 Dexterity -1</p><p>Gaming 1 Charisma 0</p><p>Gem Cutting 2 Dexterity -2</p><p>Juggling 1 Dexterity -1</p><p>Jumping 1 Strength 0</p><p>Local History 1 Charisma 0</p><p>Musical Instrument 1 Dexterity -1</p><p>Reading Lips 2 Intelligence -2</p><p>Set Snares 1 Dexterity -1</p><p>Tightrope Walking 1 Dexterity 0</p><p>Tumbling 1 Dexterity 0</p><p>Ventriloquism 1 Intelligence -2 </p><p></p><p>Warrior</p><p> # of Slots Relevant Check</p><p>Proficiency Required Ability Modifier</p><p>Animal Lore 1 Intelligence 0</p><p>Armorer 2 Intelligence -2</p><p>Blind-fighting 2 NA NA</p><p>Bowyer/Fletcher 1 Dexterity -1</p><p>Charioteering 1 Dexterity +2</p><p>Endurance 2 Constitution 0</p><p>Gaming 1 Charisma 0</p><p>Hunting 1 Wisdom -1</p><p>Mountaineering 1 NA NA</p><p>Navigation 1 Intelligence -2</p><p>Running 1 Constitution -6</p><p>Set Snares 1 Intelligence -1</p><p>Survival 2 Intelligence 0</p><p>Tracking 2 Wisdom 0</p><p>Weaponsmithing 3 Intelligence -3</p><p></p><p>Wizard</p><p> # of Slots Relevant Check</p><p>Proficiency Required Ability Modifier</p><p>Ancient History 1 Intelligence -1</p><p>Astrology 2 Intelligence 0</p><p>Engineering 2 Intelligence -3</p><p>Gem Cutting 2 Dexterity -2</p><p>Herbalism 2 Intelligence -2</p><p>Languages, Ancient 1 Intelligence 0</p><p>Navigation 1 Intelligence -2</p><p>Reading/Writing 1 Intelligence +1</p><p>Religion 1 Wisdom 0</p><p>Spellcraft 1 Intelligence -2</p><p>[/SBLOCK]</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Take the 2e wizard spell list from the PH and compare to the 3e PH wizard spell list</p><p></p><p>[SBLOCK]Wizard Spells </p><p></p><p> 1st Level </p><p></p><p>Affect Normal Fires (GONE)</p><p>Alarm (RETAINED)</p><p>Armor (RETAINED)</p><p>Audible Glamer (RETAINED)</p><p>Burning Hands (RETAINED)</p><p>Cantrip (RETAINED)</p><p>Change Self (RETAINED)</p><p>Charm Person (RETAINED)</p><p>Chill Touch (RETAINED)</p><p>Color Spray (RETAINED)</p><p>Comprehend Languages (RETAINED)</p><p>Dancing Lights (RETAINED)</p><p>Detect Magic (RETAINED)</p><p>Detect Undead (RETAINED)</p><p>Enlarge (RETAINED)</p><p>Erase (RETAINED)</p><p>Feather Fall (RETAINED)</p><p>Find Familiar (RETAINED as class ability)</p><p>Friends (GONE)</p><p>Gaze Reflection (GONE)</p><p>Grease (RETAINED)</p><p>Hold Portal (RETAINED)</p><p>Hypnotism (RETAINED)</p><p>Identify (RETAINED)</p><p>Jump (RETAINED)</p><p>Light (RETAINED)</p><p>Magic Missile (RETAINED)</p><p>Mending (RETAINED)</p><p>Message (RETAINED)</p><p>Mount (RETAINED)</p><p>Nystul's Magical Aura (RETAINED)</p><p>Phantasmal Force (RETAINED)</p><p>Protection From Evil (RETAINED)</p><p>Read Magic (RETAINED)</p><p>Shield (RETAINED)</p><p>Shocking Grasp (RETAINED)</p><p>Sleep (RETAINED)</p><p>Spider Climb (RETAINED)</p><p>Spook (RETAINED)</p><p>Taunt (GONE)</p><p>Tenser's Floating Disc (RETAINED)</p><p>Unseen Servant (RETAINED)</p><p>Ventriloquism (RETAINED)</p><p>Wall of Fog (RETAINED)</p><p>Wizard Mark (RETAINED)[/SBLOCK]</p><p></p><p>Affect normal fires and friends are non-combat spells that are gone, but taunt is a combat spell thats gone as well.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>Non combat stuff on character sheets seems to have stayed the same in each edition, name, description, deity worshipped, notes, etc.</p><p></p><p>I'm not seeing the difference in</p></blockquote><p></p>
[QUOTE="Voadam, post: 4002503, member: 2209"] 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 [/QUOTE]
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2E vs 3E: 8 Years Later. A new perspective?
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