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AD&D 1st edition and 2nd edition differences?
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<blockquote data-quote="Neonchameleon" data-source="post: 6017007" data-attributes="member: 87792"><p>The Dragonlance modules came out in 1984 - mid 1st edition.</p><p></p><p>The biggest change between 1st and 2nd edition is the DMG. The rules aren't <em>that</em> different (XP for GP being sidelined, assassins and monks being thrown out, and bards being rewritten, a lookup table replaced with THAC0*). But the guidance in the DMG is very, <em>very</em> different. The 1e DMG is best described as Gygaxian with such gems as the Wandering Harlot Table and entertaining little cartoons like the fighter in plate armour leaping into the wizard's arms on sight of a Rust Monster. 2e is a much more sober document and talks about things like encounter based play and not that much about dungeon crawling (the focus of the 1e DMG).</p><p> </p><p>* Class changes: Illusionists become specialist wizards (and specialist wizards are a power boost to the wizard), the fighter gains Weapon Specialisation and so a huge boost, the game gains Non-Weapon Proficiencies, the thief gets a stealth nerf (things like Scale Sheer Surface downgraded to Climb Walls), the Bard becomes something sane, and monks and assassins die (given the only things monks were better than thieves at until around the time the thief hit level 10 were falling off walls, running away, and playing dead I'm unsurprised).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6017007, member: 87792"] The Dragonlance modules came out in 1984 - mid 1st edition. The biggest change between 1st and 2nd edition is the DMG. The rules aren't [I]that[/I] different (XP for GP being sidelined, assassins and monks being thrown out, and bards being rewritten, a lookup table replaced with THAC0*). But the guidance in the DMG is very, [I]very[/I] different. The 1e DMG is best described as Gygaxian with such gems as the Wandering Harlot Table and entertaining little cartoons like the fighter in plate armour leaping into the wizard's arms on sight of a Rust Monster. 2e is a much more sober document and talks about things like encounter based play and not that much about dungeon crawling (the focus of the 1e DMG). * Class changes: Illusionists become specialist wizards (and specialist wizards are a power boost to the wizard), the fighter gains Weapon Specialisation and so a huge boost, the game gains Non-Weapon Proficiencies, the thief gets a stealth nerf (things like Scale Sheer Surface downgraded to Climb Walls), the Bard becomes something sane, and monks and assassins die (given the only things monks were better than thieves at until around the time the thief hit level 10 were falling off walls, running away, and playing dead I'm unsurprised). [/QUOTE]
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