D&D 3E/3.5 AD&D 2nd vs 3.5

I really don't get the opinion that 2e and 3e are so closely related.
Realistically, I'm guessing it has a lot to do with the fact that Baldur's Gate II used 2e rules but added some early 3e stuff in. How many people were introduced to D&D by that game? Most gamers I've met considers it a pillar of the hobby.

Also, I get the sense that a lot of 2e variants and houserules out there eventually became 3e rules, so that the game that was being played at the time was an easier transition than one might guess from the books. I know I played 2e, but whatever the initiative system was that was on the books, we never used. We used what eventually became the 3e standard. I'm guessing others did too.

Also, it's a relative comparison. Are they the same? No. Are they more similar than 3e and 4e? Yes. Are they more similar than 2e and 1e? I don't know.

We see less rule lawyering in 3e in our local games, but I think that's at least partly a function of maturity. We saw less of it in 2e than we saw in 1e too. I do see lots worse rule lawyering online with 3e than I ever saw in person though. Hardly any give and take at all. That makes me wonder if its just Internet behavior or the supposed clarity of the rules boosting everyone's confidence they're right.
That is an interesting question. I saw more lawyering when we started 3e than when we were wrapping up with 2e, but it faded, mainly because I learned how to stop it. I'm not sure how the system plays into it.
 

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We see less rule lawyering in 3e in our local games, but I think that's at least partly a function of maturity. We saw less of it in 2e than we saw in 1e too. I do see lots worse rule lawyering online with 3e than I ever saw in person though. Hardly any give and take at all. That makes me wonder if its just Internet behavior or the supposed clarity of the rules boosting everyone's confidence they're right.

Oh, now this I'll totally agree with.

The discussions and arguments I've had online have borne very, very little resemblance to the arguments at an actual gaming table. :D
 

I just don't remember seeing the kind of power-gaming in 1e/2e that I saw in 3e. There were people trying to get around the rules, yes; there were people trying to get their character as powerful as possible, yes; but I never saw people assuming that ruthless exploitation of the mechanics was the assumed way to play.

I blame the internet.
 

/snip

Also, it's a relative comparison. Are they the same? No. Are they more similar than 3e and 4e? Yes. Are they more similar than 2e and 1e? I don't know.

/snip

See, again, I just don't see it. Compare character sheets for a moment. Hand a 2e player a 3e character sheet and he cannot read it. He will have absolutely no idea where any of the numbers come from. Why does my 14 strength give me a +2/hit and damage? What are my chances to bend bars? Why does my 18 Int only give me 4 skills, not 7. Where is my chance to learn new spells? On and on and on.

Even in Chargen, nothing is the same. The proficiency system in 2e is replaced by 3e skills which work entirely differently and are generated entirely differently. Never minding the lack of weapon skills. Feats are completely new in 3e and did not exist at all in 2e. Virtually every spell works differently in 3e than it did in 2e since the area of effect rules are completely different. Combat isn't even in the same ballpark. 2e had no need for miniatures. 3e is based heavily on the grid. Never minding special maneuvers like disarm or grapple. The monsters are completely rewritten mechanically. By and large, 3e monsters do about 3 times more damage and have about twice (or more) hit points. Adventure writing is very different.

Now, move over to 3e to 4e. The character sheets are largely the same. Stats work exactly the same way. Combat rules are virtually identical with a few notable changes like 1-2-1 vs 1-1-1 or grapple rules. Chargen is pretty much identical. The only real difference is 4e added powers. Skills, stats, everything else is the same. A 3e player can look at a 4e character sheet and understand it without reading any of the rule books.

The primary difference between 3e and 4e is flavour. 4e changed a LOT of the flavour. Totally agree there. But mechanically? 3e and 4e are most definitely d20 games. Mechanically, 2e is very different from 3e, to the point where you cannot sit a 2e player down at a 3e table and expect him to be able to generate a character on his own and start play. A 3e player sitting at a 4e table? Should take about ten minutes to get him up to speed.

I guess it depends on what you mean by "different". If you mean different in flavor, then I might be able to see what you are talking about. Although 3e is miles away from 2e in flavour as well. 2e was heavily based on story games of the 90's. The idea that you are creating a shared story. In that sense, 2e is closer to 4e. 3e was much more heavily influenced by 1e. The whole "back to the dungeon" approach. Strongly gamist with a flavouring of sim on top.
 

Wait - how is 4e closer to 2e in being a "shared story"? 4e, like 3e, is based almost entirely around "here is the combat scene". You're not supposed to lure the orcs out of the room or try to subvert the encounter - the encounter is balanced for you to approach it in the intended fashion. Sort of like a Final Fantasy game "whooshing" you to the battlefield.
 

We see less rule lawyering in 3e in our local games, but I think that's at least partly a function of maturity. We saw less of it in 2e than we saw in 1e too. I do see lots worse rule lawyering online with 3e than I ever saw in person though. Hardly any give and take at all. That makes me wonder if its just Internet behavior or the supposed clarity of the rules boosting everyone's confidence they're right.

I see a lot worse rules-lawyering in 3.x/Pathfinder than I saw in 2e in face-to-face "meatspace". I think it's because anytime the NPCs try to do something the PCs don't want (like escape), the players will use their rules knowledge to say "he can't do that, it's cheating". The bad guy throws down his sword and wants to run away/withdraw? He'll just get charged. He jumps on a flying eagle and flies behind a building? He'll be followed and attacked at -4 (or however many range increments). He has cover? He'll be attacked at -8. Repeatedly, because an eagle can only fly so fast.

I think the rules took away some authority from the DM. In theory the DM could call "rule 0" but in practice he had to follow the rules strictly.

However, it's also dependent on personalities. I've never seen a group where everyone is a rules-lawyer.

D&D isn't the only game I've seen like this. Any game where the DM can't say "just because" can encourage this.

I just don't remember seeing the kind of power-gaming in 1e/2e that I saw in 3e. There were people trying to get around the rules, yes; there were people trying to get their character as powerful as possible, yes; but I never saw people assuming that ruthless exploitation of the mechanics was the assumed way to play.

I blame the internet.

I saw quite a bit of power-gaming in 2e. Thing was, the rules options were limited. I only ever saw power-gaming with kits and player's options. I was told by a DM, when I wanted to play a samurai one time using a kit, that I should use a ranger instead of a fighter, because the kit automatically gave me weapon specialization with the katana. So I got ranger skills, TWF and more badass katana attacks. (Admittedly I was being less of a munchkin than the other players...)

People couldn't ruthlessly exploit mechanics because there were a lot fewer of them.

3.x core rules have far more options, so it's easy to power game even if the DM is running a strictly core-only campaign.
 

More or less, those are my thoughts/feelings as well. Personally I will always like/love AD&D a lot more than 3.x.

As contradictory as this might sound, IMHO 2e caused less headaches. The DM had to resolve the rules conflicts on the spot, without having to go digging in some book, simply because there were no rules for most of the complications. Thus there was more room for storytelling/roleplaying, drama, suspense and the like. Combat moved faster, was more cinematic as I remember it, and characters relied more on the players to be unique.

I generally agree with this sentiment.

3.x is a great system. Very well thought off, makes cense, while still keeping the D&D flavor alive. Feats are nice, skills work smoothly and PrCs offer plenty of mechanical differentiation.

...and in order to do all the above, 3.x got very complicated in this very attempt to nail everything down. 3.x gave birth to rules lawyers and evolved min/maxing in an entirely new level, things that I would have been much better without. I have the feeling that all those well thought of rules still get to smother Roleplaying/Storytelling to an annoying extent.

I played/ran 3e and liked it well enough, but the sheer weight of all the little fiddly bits and decisions made the DMs job so much harder.

I must say that IME the rules lawyers actually quieted down with the advent of a rule for every situation. It starved them of the "wiggle room" they need to thrive. As you mention, though, it also put the DM in a box as well.
 

Compare character sheets for a moment. Hand a 2e player a 3e character sheet and he cannot read it. He will have absolutely no idea where any of the numbers come from.
This is precisely the opposite of my experience. I played 2e off of other people's books; the first book I owned was the 3.0 MM. And I basically learned the rules from it. There was not a lot of explanation in there, but everything was so intuitive I actually figured out where the modifiers came from and what most of the terms meant. Most of my group similarly had an easy time and created and played 3e characters right out of the box with no effort.

Even in Chargen, nothing is the same. The proficiency system in 2e is replaced by 3e skills which work entirely differently and are generated entirely differently. Never minding the lack of weapon skills. Feats are completely new in 3e and did not exist at all in 2e. Virtually every spell works differently in 3e than it did in 2e since the area of effect rules are completely different. Combat isn't even in the same ballpark.
I pretty much agree with this. But in most cases, the 3e rules were exactly what one would expect. The skill system for example, was new, but it left all of us asking why things didn't always work this way. After all, it's the same fundamental mechanic that 2e uses for attack rolls, only with the math not backwards and a choice of where to put your points. Feats were likewise new, but an obvious extension of NWPs.

2e had no need for miniatures. 3e is based heavily on the grid.
Don't get this. I've only used a grid occasionally. Culturally, I associate it more with 2e, though I can see how some people might find one helpful to track AoOs. To me, 4e is the one that is based on the grid, with all the movement related powers and speeds expressed in squares.

Never minding special maneuvers like disarm or grapple.
Yep, those are confusing.

Adventure writing is very different.
Never having written one, I wouldn't know.

The only real difference is 4e added powers. Skills, stats, everything else is the same. A 3e player can look at a 4e character sheet and understand it without reading any of the rule books.
Given how much information is in the powers, and how difficult they are to read, I struggled with it. The recharge mechanism is tough to comprehend; the only things that give you uses per day are mostly monster abilities and a few class abilities. Do I understand what the phrase "once per day" literally means? Sure. Do I know how to use such an ability in play or value it during character creation? No. The writing of the powers themselves also has a lot of new jargon and formatting conventions that I'm sure are fine once you get used to them but are really imposing for non-initiates.

The primary difference between 3e and 4e is flavour. 4e changed a LOT of the flavour. Totally agree there. But mechanically? 3e and 4e are most definitely d20 games.
Don't strongly disagree with any of this, but I still think the learning curve is much lower for 2e-3e.

The whole "back to the dungeon" approach. Strongly gamist with a flavouring of sim on top.
I'm not sure where that phrase comes from. I only ever ran one very small dungeon in 3e. It seemed poorly suited to the concept (either that or our group is). Nor do I see a ton of it in the books. Dungeonscape was one of the last 3.5 releases; I don't see a huge amount of support for creating dungeon-style environments before that; some very basic stuff in the DMG and you could maybe use the SBG for that and pull a few traps out of the rogue splatbooks.

To me, the entire 2e-3e transition is summarized as this:
In 2e, I always took "Obscure Knowledge" (an NWP IIRC). I liked the idea of being not just smart but full of practical knowledge. But really, that ability mostly consisted of saying to the DM "I use my obscure knowledge" and him arbitrarily deciding whether I had anything useful in my head. Maybe rolling one undifferentiated die.

In 3.0, you had a Knowledge skill with subspecialties. You had a number that scaled, and you chose how to invest in it. You had none, some, or maxed, and your skill depended on whether it was a class skill. DCs scaled in the same way. There were clear examples for what a DC in a particular knowledge skill meant. There were circumstance modifiers. Ultimately, the DM still decided what you knew, but the rules covered this topic with much more granularity, while using the same d20 we already owned.

And sure enough, my players have probably rolled more Knowledge checks than attack rolls during my time DMing.

Different? Very. Problematically so? Definitely not.
 

Also, it's a relative comparison. Are they the same? No. Are they more similar than 3e and 4e? Yes. Are they more similar than 2e and 1e? I don't know.

That's my take on it as well, though I think 2ed and 1Ed are the most closely related editions (but for 3Ed & 3.5Ed, of course).
 

Also, I get the sense that a lot of 2e variants and houserules out there eventually became 3e rules, so that the game that was being played at the time was an easier transition than one might guess from the books. I know I played 2e, but whatever the initiative system was that was on the books, we never used. We used what eventually became the 3e standard. I'm guessing others did too.

That definitely matches my experience.

Of course, these evaluations are all based on personal opinions. Was change X a big or little change? That depends greatly upon the person answering the question. Others cite the demise of THAC0 as some big deal...to me, that seemed trivial.

I'd also add that the whole "Options" line had really shaken up 2e for several years before 3e. The idea of tinkering with your character in all those fiddly ways was fairly well established by the time 3e debuted.
 

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