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AD&D second edition: Why be hatin'?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 1793834" data-attributes="member: 1165"><p>I have to agree with the "general consensus" on the good flavor, bad mechanics. I think I can find, for every 2e setting, one of my gaming group who liked it. (Eg I liked Dark Sun and didn't like Spelljammer, but I know there's still some Spelljammer fanatics. Eh.)</p><p></p><p>I seem to have had poor judgement when it came to things to like in 2e. I liked psionics 2e and Dark Sun in terms of flavor, but they both had terrible mechanics (I literally broke open a DM's campaign using 2e psionics - I used to use it to counteract other players cheating on their ability score rolls). It didn't really surprise me that Dark Sun had such terrible rules - anything using psionics 2e as a big part of it's base had to ignore balance anyway.</p><p></p><p>I'm glad they rewrote psionics from the ground up, so to speak, for 3e. It still has problems but at least psions now walk on the ground like the other classes.</p><p></p><p>When S&P came out I was initially happy - hey, no more cookie cutters! - but everyone just went for the strongest options, and many of those options were busted. And then those kits... I liked a few but most I saw were either lame or broken (or both) - just like most prestige classes I see today.</p><p></p><p>Oh yeah, did I mention I hate the 2e ranger with incredible bitterness? Stupid Drizzt-inspired nonsense. I haven't seen something done so badly in 3e until I saw the CW samurai.</p><p></p><p>In the end, 2e was so bad I jumped ship to Alternity and only came to 3e with considerable reluctance (under the erroneous assumption that it would be too much like 2e). I note, however, that 2e was easier to run. Huge balance issues aside (these stamped on fun) many of the DMs I know ran better campaigns in 2e than they did now. I suspect we were all more imaginative then, didn't have full-time jobs to take away from prep time, and prep time in 2e was a <em>lot</em> less, either. Plus, it probably helped the DM that most of the players barely understood the rules (and none ever mastered more than a small portion of them) which kept some aspects of munchkinism in check.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 1793834, member: 1165"] I have to agree with the "general consensus" on the good flavor, bad mechanics. I think I can find, for every 2e setting, one of my gaming group who liked it. (Eg I liked Dark Sun and didn't like Spelljammer, but I know there's still some Spelljammer fanatics. Eh.) I seem to have had poor judgement when it came to things to like in 2e. I liked psionics 2e and Dark Sun in terms of flavor, but they both had terrible mechanics (I literally broke open a DM's campaign using 2e psionics - I used to use it to counteract other players cheating on their ability score rolls). It didn't really surprise me that Dark Sun had such terrible rules - anything using psionics 2e as a big part of it's base had to ignore balance anyway. I'm glad they rewrote psionics from the ground up, so to speak, for 3e. It still has problems but at least psions now walk on the ground like the other classes. When S&P came out I was initially happy - hey, no more cookie cutters! - but everyone just went for the strongest options, and many of those options were busted. And then those kits... I liked a few but most I saw were either lame or broken (or both) - just like most prestige classes I see today. Oh yeah, did I mention I hate the 2e ranger with incredible bitterness? Stupid Drizzt-inspired nonsense. I haven't seen something done so badly in 3e until I saw the CW samurai. In the end, 2e was so bad I jumped ship to Alternity and only came to 3e with considerable reluctance (under the erroneous assumption that it would be too much like 2e). I note, however, that 2e was easier to run. Huge balance issues aside (these stamped on fun) many of the DMs I know ran better campaigns in 2e than they did now. I suspect we were all more imaginative then, didn't have full-time jobs to take away from prep time, and prep time in 2e was a [i]lot[/i] less, either. Plus, it probably helped the DM that most of the players barely understood the rules (and none ever mastered more than a small portion of them) which kept some aspects of munchkinism in check. [/QUOTE]
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AD&D second edition: Why be hatin'?
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