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AD&D 1st edition and 2nd edition differences?
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<blockquote data-quote="Remathilis" data-source="post: 6023884" data-attributes="member: 7635"><p>Going to add some commentary to MwtFH's list.</p><p></p><p><strong>8. Half-orcs removed.</strong></p><p>From the PHB, yes. They re-appeared in Complete Humanoid's Handbook practically unchanged. </p><p></p><p><strong>9. Racial level limits increased and no longer based on ability scores.</strong></p><p><strong></strong></p><p>Mostly. All the level limits increased from roughly name level to mid-teens. (9-15). An optional rule in the DMG allowed that if your Prime Requisite was high, you could add additional levels as well (up to +3 for an 18). It was fully possible to have an 18th level elf mage in 2e and still not ignore the LL rules. </p><p></p><p><strong>10. Slow, but unlimited advancement for demi-humans is an optional rule.</strong></p><p>Very slow. If the rule was in use, they reccomended doubling ALL XP for a demi-human and quadripuling it after they surprass Level Limit. </p><p></p><p><strong>13. Demi-humans no longer begin knowing several languages.</strong></p><p><strong>14. Additional languages for demi-humans no longer limited by race.</strong></p><p>Demi-humans had a list of "commonly known" languages they could pick from, but they're actual limit was determined by Intelligence and/or Proficiency slots. </p><p></p><p><strong>16. Dwarves now have a 20% chance for all magic items not specifically suited to their class to fail instead of a 20% chance of failure for rings only.</strong></p><p><strong>19. Gnomes now have a 20% chance for all magic items except weapons, armor, shields, illusionist items, and thief items to fail.</strong></p><p>Dwarves and Gnomes ignored the 20% on potions, girdles, gauntlets, magic armor, magic shields, magic weapons, and any items specific to thier class (IE: clerical items for a cleric, wand of illusion for illusionists).</p><p></p><p><strong>18. The resurrection spell now affects elves, and raise dead may affect elves at the DM’s option.</strong></p><p>The "DM's Option" isn't spelled out in the rules. </p><p></p><p><strong>26. Classes were divided into four main groups (warrior, priest, wizard, rogue), no sub-classes exist.</strong></p><p><strong></strong></p><p>Groups shared common traits: HD, Thac0, Saves, and general traits unique to each group (spell advancement, multiple attacks, etc). XP tables were the same too, except for Druids (which was unique) and Ranger/Paladin (which used the same table for both). </p><p></p><p><strong>28. Assassin, barbarian, cavalier, and monk classes were removed.</strong></p><p>All came back as kits, and later full-on classes. </p><p></p><p><strong>29. Bard and ranger classes changed entirely.</strong></p><p>Very. Bard's were a level 1 class (no dual-classing to get in) and mixed elements of rogue (4 thief skills), mage (wizard spells), and fighter (chain armor, all weapons) plus its own unique music/lore skills. Rangers conformed to the Warrior table (1 d10 HD at first level), used only spells from animal/plant spheres, chose a favored foe, had stealth (HS/MS) skills, and dual-weilding. </p><p></p><p><strong>30. Fighters no longer make a number of attacks equal to their level when fighting enemies with less than one hit die.</strong></p><p>This was an optional Rule in the DMG.</p><p></p><p><strong>37. Mages no longer have the ability to construct strongholds.</strong></p><p>Mages could build a tower if they like, but got no followers for doing so. </p><p></p><p><strong>42. Druids no longer have their own spell list.</strong></p><p>Yes, they were combined. In practice, druids still maintained some spells that were no common to clerics (due to sphere access) but TSR royally f'ed up the spheres, giving clerics lots of formerally druidic spells and denying access to druids. (For example: Reincarnation is listed as a Necromantic spell, which gives it to clerics but not druids). Some spells got added back in Complete Druid's Handbook, and the whole Sphere System was revised in PO: Spells & Magic. </p><p></p><p><strong>43. Druids no longer have a class level limit.</strong></p><p>Druids were given the Hierophant rules from UA into the game, so while they didn't "cap" anymore, they had to go through trial, great/grand druidism, and then hierophantism to continue past 9th. </p><p></p><p>48. Allowed multi-class combinations changed slightly.</p><p>Dwarves got cleric/fighters, gnomes could pick any two of thier four class options. Half-elves could swap cleric for druid in MC choices, creating the ranger/druid debacle. </p><p></p><p><strong>57. Non-weapon proficiencies*.</strong></p><p>Slimilar to the ones in Oriental Adventures, but simpler. And Optional. </p><p></p><p><strong>60. Priests may not retain any starting funds after purchasing initial equipment.</strong>... in excess of 1 gp. </p><p></p><p><strong>65. Missile weapon range now given in tens of yards for all situations</strong></p><p>10's of feet indoors, yards outdoors. </p><p></p><p><strong>66. Encumbrance now calculated off of actual weight and does not include bulk.</strong></p><p>Soooooo much better than measuring in coins...</p><p></p><p><strong>74. Segments are removed from the combat round.</strong></p><p>And Good Riddance! </p><p></p><p><strong>75. Initiative is changed.</strong></p><p>Initative was on a d10. Lowest wins. It could be done as a group or individually, with or without modifiers. </p><p></p><p><strong>78. Weapon speed now affects initiative as an optional rule.</strong></p><p>Spell Casting Times too, which added to initiative. Additional optional rule added modifiers to monster attacks and magic items. It was complex, but still easier than counting segments. </p><p></p><p><strong>82. Some saving throws now have a priority over others.</strong></p><p>The columns took priority over the one to the right of it. So a wand of paralyzation used the paralyzation, not the wand column. </p><p></p><p><strong>85. Characters now gain 3 h.p. per day of bed rest instead of 1.</strong></p><p>Varied dependent on amount of activity and if someone had the healing proficiency. </p><p></p><p><strong>93. All characters have a 40% chance to climb walls.</strong></p><p>Rocky surfaces or those with ample foot/handholds. Only Thieves could scale sheer surfaces. </p><p></p><p>Overall, I find 2e a better ruleset if you are are careful and ignore the broken supplemental rules. It keeps most of 1e's quirky charm without some of the mind-boggling rule choices Gary made (initiative, surprise, and encumbrance my big three). It also could be easily customized from very Basic-like to very complex. </p><p></p><p>The list also fails to address monster changes, primarily the buffing up of giants and dragons to compensate for the removal of demons/devils.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6023884, member: 7635"] Going to add some commentary to MwtFH's list. [B]8. Half-orcs removed.[/B] From the PHB, yes. They re-appeared in Complete Humanoid's Handbook practically unchanged. [B]9. Racial level limits increased and no longer based on ability scores. [/B] Mostly. All the level limits increased from roughly name level to mid-teens. (9-15). An optional rule in the DMG allowed that if your Prime Requisite was high, you could add additional levels as well (up to +3 for an 18). It was fully possible to have an 18th level elf mage in 2e and still not ignore the LL rules. [B]10. Slow, but unlimited advancement for demi-humans is an optional rule.[/B] Very slow. If the rule was in use, they reccomended doubling ALL XP for a demi-human and quadripuling it after they surprass Level Limit. [B]13. Demi-humans no longer begin knowing several languages. 14. Additional languages for demi-humans no longer limited by race.[/B] Demi-humans had a list of "commonly known" languages they could pick from, but they're actual limit was determined by Intelligence and/or Proficiency slots. [B]16. Dwarves now have a 20% chance for all magic items not specifically suited to their class to fail instead of a 20% chance of failure for rings only. 19. Gnomes now have a 20% chance for all magic items except weapons, armor, shields, illusionist items, and thief items to fail.[/B] Dwarves and Gnomes ignored the 20% on potions, girdles, gauntlets, magic armor, magic shields, magic weapons, and any items specific to thier class (IE: clerical items for a cleric, wand of illusion for illusionists). [B]18. The resurrection spell now affects elves, and raise dead may affect elves at the DM’s option.[/B] The "DM's Option" isn't spelled out in the rules. [B]26. Classes were divided into four main groups (warrior, priest, wizard, rogue), no sub-classes exist. [/B] Groups shared common traits: HD, Thac0, Saves, and general traits unique to each group (spell advancement, multiple attacks, etc). XP tables were the same too, except for Druids (which was unique) and Ranger/Paladin (which used the same table for both). [B]28. Assassin, barbarian, cavalier, and monk classes were removed.[/B] All came back as kits, and later full-on classes. [B]29. Bard and ranger classes changed entirely.[/B] Very. Bard's were a level 1 class (no dual-classing to get in) and mixed elements of rogue (4 thief skills), mage (wizard spells), and fighter (chain armor, all weapons) plus its own unique music/lore skills. Rangers conformed to the Warrior table (1 d10 HD at first level), used only spells from animal/plant spheres, chose a favored foe, had stealth (HS/MS) skills, and dual-weilding. [B]30. Fighters no longer make a number of attacks equal to their level when fighting enemies with less than one hit die.[/B] This was an optional Rule in the DMG. [B]37. Mages no longer have the ability to construct strongholds.[/B] Mages could build a tower if they like, but got no followers for doing so. [B]42. Druids no longer have their own spell list.[/B] Yes, they were combined. In practice, druids still maintained some spells that were no common to clerics (due to sphere access) but TSR royally f'ed up the spheres, giving clerics lots of formerally druidic spells and denying access to druids. (For example: Reincarnation is listed as a Necromantic spell, which gives it to clerics but not druids). Some spells got added back in Complete Druid's Handbook, and the whole Sphere System was revised in PO: Spells & Magic. [B]43. Druids no longer have a class level limit.[/B] Druids were given the Hierophant rules from UA into the game, so while they didn't "cap" anymore, they had to go through trial, great/grand druidism, and then hierophantism to continue past 9th. 48. Allowed multi-class combinations changed slightly. Dwarves got cleric/fighters, gnomes could pick any two of thier four class options. Half-elves could swap cleric for druid in MC choices, creating the ranger/druid debacle. [B]57. Non-weapon proficiencies*.[/B] Slimilar to the ones in Oriental Adventures, but simpler. And Optional. [B]60. Priests may not retain any starting funds after purchasing initial equipment.[/B]... in excess of 1 gp. [B]65. Missile weapon range now given in tens of yards for all situations[/B] 10's of feet indoors, yards outdoors. [B]66. Encumbrance now calculated off of actual weight and does not include bulk.[/B] Soooooo much better than measuring in coins... [B]74. Segments are removed from the combat round.[/B] And Good Riddance! [B]75. Initiative is changed.[/B] Initative was on a d10. Lowest wins. It could be done as a group or individually, with or without modifiers. [B]78. Weapon speed now affects initiative as an optional rule.[/B] Spell Casting Times too, which added to initiative. Additional optional rule added modifiers to monster attacks and magic items. It was complex, but still easier than counting segments. [B]82. Some saving throws now have a priority over others.[/B] The columns took priority over the one to the right of it. So a wand of paralyzation used the paralyzation, not the wand column. [B]85. Characters now gain 3 h.p. per day of bed rest instead of 1.[/B] Varied dependent on amount of activity and if someone had the healing proficiency. [B]93. All characters have a 40% chance to climb walls.[/B] Rocky surfaces or those with ample foot/handholds. Only Thieves could scale sheer surfaces. Overall, I find 2e a better ruleset if you are are careful and ignore the broken supplemental rules. It keeps most of 1e's quirky charm without some of the mind-boggling rule choices Gary made (initiative, surprise, and encumbrance my big three). It also could be easily customized from very Basic-like to very complex. The list also fails to address monster changes, primarily the buffing up of giants and dragons to compensate for the removal of demons/devils. [/QUOTE]
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