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AD&D 1st edition and 2nd edition differences?
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<blockquote data-quote="billd91" data-source="post: 6017251" data-attributes="member: 3400"><p>Technically, non-weapon proficiencies were listed as optional, but most people did play with those options. </p><p></p><p>Weapon speed factors did not go away. In fact, they make up an important element of one of the initiative options in 2e.</p><p></p><p>For the most part, the games can be used together with few seams being noticed. Other differences I would point out:</p><p></p><ul> <li data-xf-list-type="ul">Spell damage gets its first level-based caps (5 dice for 1st level spells, 10 dice for 3rd, etc). So fireball caps out at 10d6, magic missile at 5d4+5.</li> <li data-xf-list-type="ul">The ranger gets a major overhaul but not really a favorable one. Consider using the 1e ranger.</li> <li data-xf-list-type="ul">Surprise goes through a significant revision and is put on a d10 instead of a d6 (or d8, d12, or d00 depending on the character in question).</li> <li data-xf-list-type="ul">The Complete Fighter's Handbook offers some nice options for style specializations and weapon group proficiencies.</li> <li data-xf-list-type="ul">The DMG is much more proscriptive about some elements of the game - like magic items. While they had prices in the 1e DMG, prices are dropped from the 2e one because the advice is to not have a market for magic items. Most of us still used our 1e DMG's price lists (which, in some cases, are better balanced than the 3e version).</li> <li data-xf-list-type="ul">The wargame holdover scales for movement and range (expressed in inches) and differences between indoor and outdoor scales is gone in 2e.</li> <li data-xf-list-type="ul">Magic resistance is a straight % chance in 2e and not a sliding amount indexed on an 11th level caster.</li> </ul></blockquote><p></p>
[QUOTE="billd91, post: 6017251, member: 3400"] Technically, non-weapon proficiencies were listed as optional, but most people did play with those options. Weapon speed factors did not go away. In fact, they make up an important element of one of the initiative options in 2e. For the most part, the games can be used together with few seams being noticed. Other differences I would point out: [LIST] [*]Spell damage gets its first level-based caps (5 dice for 1st level spells, 10 dice for 3rd, etc). So fireball caps out at 10d6, magic missile at 5d4+5. [*]The ranger gets a major overhaul but not really a favorable one. Consider using the 1e ranger. [*]Surprise goes through a significant revision and is put on a d10 instead of a d6 (or d8, d12, or d00 depending on the character in question). [*]The Complete Fighter's Handbook offers some nice options for style specializations and weapon group proficiencies. [*]The DMG is much more proscriptive about some elements of the game - like magic items. While they had prices in the 1e DMG, prices are dropped from the 2e one because the advice is to not have a market for magic items. Most of us still used our 1e DMG's price lists (which, in some cases, are better balanced than the 3e version). [*]The wargame holdover scales for movement and range (expressed in inches) and differences between indoor and outdoor scales is gone in 2e. [*]Magic resistance is a straight % chance in 2e and not a sliding amount indexed on an 11th level caster. [/LIST] [/QUOTE]
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