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<blockquote data-quote="Jiggawatts" data-source="post: 7849500" data-attributes="member: 6687982"><p>Personally I love the feel of 2nd Edition, at least what 2nd Edition became. To my mind the difference in tone and style between what 1E and 2E is that in 1E was very much gritty dungeon crawls, characters who are out to kill monsters and take their stuff, whereas 2E feels much more like heroic adventuring, save the city/kingdom from the monstrous horde, stop the evil tyrant, defeat the necromancer who is sacrificing townsfolk, etc. And I much prefer heroic style adventuring.</p><p></p><p>2E was also amazing campaign settings and deep lore. The worlds and products of 2E were crafted with love and care, with depth and purpose, and with a quality that has still gone unmatched. Anytime I flip through Faiths & Avatars/Demihuman Deities, or the Planescape Campaign Setting box set I am reminded of what has been lost by many of the modern products.</p><p></p><p>Regarding strongholds, one of my biggest draws to playing D&D is being immersed in a living world, seeing the world grow, seeing the changes I and my companions have invoked in the setting, and leaving a mark upon it. Strongholds are a great way to do this, they give a sense of expanding scope and let you feel a natural progression for the character.</p><p></p><p>You did give us the unified XP chart, flipped AC and attack rolls, expanded divine casters to 9th level spells to match wizards, more logical stat modifiers, and started the path for interesting character progression of abilities, so kudos for all those.</p></blockquote><p></p>
[QUOTE="Jiggawatts, post: 7849500, member: 6687982"] Personally I love the feel of 2nd Edition, at least what 2nd Edition became. To my mind the difference in tone and style between what 1E and 2E is that in 1E was very much gritty dungeon crawls, characters who are out to kill monsters and take their stuff, whereas 2E feels much more like heroic adventuring, save the city/kingdom from the monstrous horde, stop the evil tyrant, defeat the necromancer who is sacrificing townsfolk, etc. And I much prefer heroic style adventuring. 2E was also amazing campaign settings and deep lore. The worlds and products of 2E were crafted with love and care, with depth and purpose, and with a quality that has still gone unmatched. Anytime I flip through Faiths & Avatars/Demihuman Deities, or the Planescape Campaign Setting box set I am reminded of what has been lost by many of the modern products. Regarding strongholds, one of my biggest draws to playing D&D is being immersed in a living world, seeing the world grow, seeing the changes I and my companions have invoked in the setting, and leaving a mark upon it. Strongholds are a great way to do this, they give a sense of expanding scope and let you feel a natural progression for the character. You did give us the unified XP chart, flipped AC and attack rolls, expanded divine casters to 9th level spells to match wizards, more logical stat modifiers, and started the path for interesting character progression of abilities, so kudos for all those. [/QUOTE]
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