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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
AD&D 2nd vs 3.5
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<blockquote data-quote="Jon_Dahl" data-source="post: 5642997" data-attributes="member: 89822"><p>I agree. I like them both but I feel that 3.x was The Game for me.</p><p></p><p>AD&D 2nd edition:</p><p>+ Incredible campaign worlds, all official, lot of splatbooks. Dark Sun, Spelljammer, Planescape... This was <u><strong>their</strong></u> edition. In later editions WotC didn't put too much effort in none of these, which is a huge pity. What is a great ruleset without at least half a dozen indepth splatbooks about Spelljammer? (+ adventures)</p><p>+ Harsh multiclass rules made it nigh impossible to dip and otherwize heavily munchinize your character.</p><p>+ Player's Options were mostly broken, but still I enjoyed some of the ideas. They were never to be repeated.</p><p>- Subsystems and overly heavy/awkward rules. Bend bars etc. This is of course arguable and I'm sure that many 2e fans are rolling their eyes, but I feel that in order to play 2e you always needed house rules. And since everyone had house rules it made it had to migrate from a one group to another. E.g. How did you use nonweapon proficiencies? It was <strong>mostly</strong> unclear what you could do with them. Every DM invented their own house rules, and then one day you had to switch groups... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p><p>- Psionics were so broken that I believe that many players are still completely traumatized by silent 'p's.</p><p></p><p>3.x</p><p>+ Sensible rules really delighted me and made me a fan. The moment I saw the save-system I knew that these are the rules for me but I also felt upset that why did it take SO LONG for them to come up with this stuff?</p><p>+ Skill-system is clear. Actually everything you find is always at least 99% clear, it seems to me that they have really thought things through. You want to create 21st level fighter? We have it right here, step by step. You want to create a pee-pot? We have the rules right in this section. It's pretty much all there.</p><p>+ CR-system is not perfect, but it helps a lot. This deserves a special mention, because without something like the good ol' CR we (the DMs) would have our hands full of extra work.</p><p>- Magic Shop-mentality. Well I wouldn't say that 3.x directly says that everyone has to be able to buy magical items, but they certainly let the cat out of the bag with this one and it has to be the most disgusting aspects in 3.x. Of course you can fix it, but introducing the mentality was very, very bad. Casters creating permanent magical items at level 3? Wealth by level-table? It's a hell and I have to fight with that scheiße all the time. Just because of the 3.x'ish "buy sword +1" -mentality...</p><p></p><p>All in all both are great games. But 3.x (even with its infuriated magical item spamming rules) is the still the best one.</p></blockquote><p></p>
[QUOTE="Jon_Dahl, post: 5642997, member: 89822"] I agree. I like them both but I feel that 3.x was The Game for me. AD&D 2nd edition: + Incredible campaign worlds, all official, lot of splatbooks. Dark Sun, Spelljammer, Planescape... This was [U][B]their[/B][/U] edition. In later editions WotC didn't put too much effort in none of these, which is a huge pity. What is a great ruleset without at least half a dozen indepth splatbooks about Spelljammer? (+ adventures) + Harsh multiclass rules made it nigh impossible to dip and otherwize heavily munchinize your character. + Player's Options were mostly broken, but still I enjoyed some of the ideas. They were never to be repeated. - Subsystems and overly heavy/awkward rules. Bend bars etc. This is of course arguable and I'm sure that many 2e fans are rolling their eyes, but I feel that in order to play 2e you always needed house rules. And since everyone had house rules it made it had to migrate from a one group to another. E.g. How did you use nonweapon proficiencies? It was [B]mostly[/B] unclear what you could do with them. Every DM invented their own house rules, and then one day you had to switch groups... :eek: - Psionics were so broken that I believe that many players are still completely traumatized by silent 'p's. 3.x + Sensible rules really delighted me and made me a fan. The moment I saw the save-system I knew that these are the rules for me but I also felt upset that why did it take SO LONG for them to come up with this stuff? + Skill-system is clear. Actually everything you find is always at least 99% clear, it seems to me that they have really thought things through. You want to create 21st level fighter? We have it right here, step by step. You want to create a pee-pot? We have the rules right in this section. It's pretty much all there. + CR-system is not perfect, but it helps a lot. This deserves a special mention, because without something like the good ol' CR we (the DMs) would have our hands full of extra work. - Magic Shop-mentality. Well I wouldn't say that 3.x directly says that everyone has to be able to buy magical items, but they certainly let the cat out of the bag with this one and it has to be the most disgusting aspects in 3.x. Of course you can fix it, but introducing the mentality was very, very bad. Casters creating permanent magical items at level 3? Wealth by level-table? It's a hell and I have to fight with that scheiße all the time. Just because of the 3.x'ish "buy sword +1" -mentality... All in all both are great games. But 3.x (even with its infuriated magical item spamming rules) is the still the best one. [/QUOTE]
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