A 2e feel? This is how you do it:
You don't want ANYTHING that will offend parents who will hate the game no matter what you do. No demons and devils; no assassins, and get rid of the half-orcs just in case. Make sure all the major NPCs in the campaign are a bunch of snotty meddling do-gooders (a plus if they DM plays them all the time and outshines the PCs doing so), and villains must be bumbling idiots.
Oh wait. You mean the GOOD feel of 2e. I was confused there for a minute.
To be honest, I really wasn't sure about this until reading through the thread, and I think these points really focus on the good aspects of 2e:
EricNoah said:
To me, 2E = Kits, as far as the main rules design element that was pretty
unique. I would love to see something like that for 3rd Ed -- not prestige classes, but maybe base classes that allow a lot of pick-n-choose type abilities at each level.
Cam Banks said:
I think that the promise of 2nd edition was never fully achieved, as the game went in a different direction once the "Complete" handbooks started to come out. I remember being very happy with the initial release of the 2nd edition PHB and DMG, but not as keen on the loose-leaf binder approach (and the urds! where did they come from?).
I think 2nd edition was shooting for this idea of strengthening the "four core classes" approach that was already partially an element of 1st edition (with subclasses): Warrior, Wizard, Rogue, and Priest.
MerricB said:
Early 2nd Edition was all about "let's explore the AD&D mechanics!" Thus we got wildly divergent takes on what they could do. The Complete Priest's Handbook is my favourite example of an author creating something incompatible with the regular system, and pursuing it as an "option".
"Options, not compatibility" - that's the slogan of 2e.
2.5e - the Player's Options series did its darndest to bring everything together. Yes, the system could be broken, but it did afford me a great campaign, which has been the basis of many later great experiences in 3e.
2.5e is of the same nature as 3e: mechanics represents the concept. It didn't quite have the mechanics in place to do it really successfully, though. (Skills and Feats are *such* an advantage over NWP and WP)
I think these three posts sort of do it for me somewhat.
Mainly the biggest thing are the kits; they were always a main feature of 2e. Downside was the lack of balance and compatability, and the fact that some kit concepts from the class books were repeated under the race books but with different names. The total lack of compatability Merrick mentioned was a downside. To do kits in 3e, I'd take some basic concepts, like a Noble, Peasant Hero, Pirate, Swashbucler, whatever, and present it as a list of recdommended classes (including prestige classes), skills and feats. Sort of a loose blueprint for character building, I would not include specific numbers of class levels, or skill ranks, or say that certain feats are required.
The character class groups was once of the better ideas of 2e. Don't really know how I'd apply it to 3e though.
Both Cam and Merrick mention another point: the fact that 2e went every which way after the release of the "core books", and in ways that were imcompatible, or at least difficult to use together. The problem comes from different groups of designers working simultaneously on multiple game worlds and freelancers who seemed to write the material independantly. There doesn't seem to have been any sort of central group coordinating any of these efforts.
In some ways 2e is like the bridge from 1e to 3e. Particularly the Player's Option series, that's where the whole idea of character options originated, and Combat and Tactics saw the introduction of some important 3e concepts: AoOs, facing, weapon reach, even some proto-feats. The biggest problem with PO is that is tried to pice together stuff that had been bolted onto D&D every which way over 20 years, and which did not always try to fit together. That for me is the best aspect of 3e; going back to the roots and reworking the material from the ground up, but this time doing it at once rather than piecemeal.