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<blockquote data-quote="Luce" data-source="post: 6286955" data-attributes="member: 29760"><p>2e is my favorite edition. I like the sentiment that the rules are "only guidelines" and the sense of encouragement to make the game your own ("Add, create, expand, extrapolate"). I know that this can be controversial topic, but personally I enjoyed the opacity of rules. By that I mean that certain things/rules were solely in the DM's domain and the players have to either discover them through play (such as how much it cost to get hirelings) or never have to worry about because it is handled by the DM (treasure, encounter tables, potion mix results). This allows IME the players to focus more on their characters and make in game decisions based on limited knowledge.</p><p> I enjoy the sense of wander invoked by this edition. Magic items are not easily created,(in fact each permanent one is an adventure in itself) and not everything is easily replicated. Finding an unbreakable sword or hand axe that allows you to float on sea waves feels unique and precious. </p><p>As others have stated some very fine and interesting settings own their beginning to the 2e era. And I happen to like fluff.</p><p>The diety specific spells, specialty priests and the spell rarity system are all ways that make spell-casters unique and distinguishable from one another. That is you can have two different Earth Powers worshiping priest in the party and both to feel distinct in play (while still contributing to the party's success).</p></blockquote><p></p>
[QUOTE="Luce, post: 6286955, member: 29760"] 2e is my favorite edition. I like the sentiment that the rules are "only guidelines" and the sense of encouragement to make the game your own ("Add, create, expand, extrapolate"). I know that this can be controversial topic, but personally I enjoyed the opacity of rules. By that I mean that certain things/rules were solely in the DM's domain and the players have to either discover them through play (such as how much it cost to get hirelings) or never have to worry about because it is handled by the DM (treasure, encounter tables, potion mix results). This allows IME the players to focus more on their characters and make in game decisions based on limited knowledge. I enjoy the sense of wander invoked by this edition. Magic items are not easily created,(in fact each permanent one is an adventure in itself) and not everything is easily replicated. Finding an unbreakable sword or hand axe that allows you to float on sea waves feels unique and precious. As others have stated some very fine and interesting settings own their beginning to the 2e era. And I happen to like fluff. The diety specific spells, specialty priests and the spell rarity system are all ways that make spell-casters unique and distinguishable from one another. That is you can have two different Earth Powers worshiping priest in the party and both to feel distinct in play (while still contributing to the party's success). [/QUOTE]
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