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<blockquote data-quote="Greg K" data-source="post: 6209560" data-attributes="member: 5038"><p>The same here. I would have left AD&D much earlier if it were not for 2e. 2e with its Specialty Priests, Kits (which I liked in concept more often than execution), PO: Combat and Tactics, PO: Spells and Magic along with 2e's emphasis on setting, kept me in the AD&D fold longer than I would have otherwise remained. However, the patchwork nature of AD&D's mechanics and some other things regarding AD&D, eventually, began to grate on my nerves and I left to other systems.</p><p></p><p>I think that this, for myself, is why 3e hit its high point with Unearthed Arcana. The core gave me the unified mechanics, unified experience chart, the skill system (with skill points) and ability scores for monsters that I wanted along with 2e style maneuvers. Unearthed Arcana brought back other elements that I liked including support for 3e's version of kits (i.e. class variants) which were first discussed in the 3.0 and 3.5 PHBs and pretty much ignored afterward. It also allowed for the non-berserking barbarian of 1e and several 2e kits. With UA and several DMG variants, I could run a more 2e style of game (as played by myself and the groups that I knew).</p><p></p><p>Don't me wrong. 3e, in my opinion has its issues including the following</p><ul> <li data-xf-list-type="ul">Too many absolutes (SKR addressed it regarding 3e on his website covering much of the ground that I discussed in my pre-3e questionaire reply)</li> <li data-xf-list-type="ul">Default leveling is too fast.</li> <li data-xf-list-type="ul">Level Drain</li> <li data-xf-list-type="ul">XP Costs</li> <li data-xf-list-type="ul">Default Barbarian = Berserker (also, this in turn ruling out "Urban" based "ragers" despite examples in fiction unless the DM was willing to tailor the class)</li> <li data-xf-list-type="ul">Default cleric remained armored warrior priest with access to turn undead and entire cleric spell lists sucks compared to 2e specialty priests. Plus, it was, deliberately made overpowered.</li> <li data-xf-list-type="ul">The implementation of thr Druid's Wild Shape , Animal Companion. Natural spell.</li> <li data-xf-list-type="ul">The Monk (not its inclusion, but the class abilities are still too rigidly defined with little choice</li> <li data-xf-list-type="ul">Too many of the Wizard's limitations removed with some being made optional variants in the DMG</li> <li data-xf-list-type="ul">Too few skill points for several classes</li> <li data-xf-list-type="ul">Too many examples of skill DCs</li> <li data-xf-list-type="ul">Printing the "Common" standard design philosophy behind DCs in Dragon rather than in the PHB or DMG where it belonged</li> <li data-xf-list-type="ul">Default Multiclassing rules</li> <li data-xf-list-type="ul">Emphasis on PrCs and almost complete lack of class customization examples in supplements (until Unearthed Arcana)</li> <li data-xf-list-type="ul">Magic Item creation prices and ease.</li> </ul></blockquote><p></p>
[QUOTE="Greg K, post: 6209560, member: 5038"] The same here. I would have left AD&D much earlier if it were not for 2e. 2e with its Specialty Priests, Kits (which I liked in concept more often than execution), PO: Combat and Tactics, PO: Spells and Magic along with 2e's emphasis on setting, kept me in the AD&D fold longer than I would have otherwise remained. However, the patchwork nature of AD&D's mechanics and some other things regarding AD&D, eventually, began to grate on my nerves and I left to other systems. I think that this, for myself, is why 3e hit its high point with Unearthed Arcana. The core gave me the unified mechanics, unified experience chart, the skill system (with skill points) and ability scores for monsters that I wanted along with 2e style maneuvers. Unearthed Arcana brought back other elements that I liked including support for 3e's version of kits (i.e. class variants) which were first discussed in the 3.0 and 3.5 PHBs and pretty much ignored afterward. It also allowed for the non-berserking barbarian of 1e and several 2e kits. With UA and several DMG variants, I could run a more 2e style of game (as played by myself and the groups that I knew). Don't me wrong. 3e, in my opinion has its issues including the following [LIST] [*]Too many absolutes (SKR addressed it regarding 3e on his website covering much of the ground that I discussed in my pre-3e questionaire reply) [*]Default leveling is too fast. [*]Level Drain [*]XP Costs [*]Default Barbarian = Berserker (also, this in turn ruling out "Urban" based "ragers" despite examples in fiction unless the DM was willing to tailor the class) [*]Default cleric remained armored warrior priest with access to turn undead and entire cleric spell lists sucks compared to 2e specialty priests. Plus, it was, deliberately made overpowered. [*]The implementation of thr Druid's Wild Shape , Animal Companion. Natural spell. [*]The Monk (not its inclusion, but the class abilities are still too rigidly defined with little choice [*]Too many of the Wizard's limitations removed with some being made optional variants in the DMG [*]Too few skill points for several classes [*]Too many examples of skill DCs [*]Printing the "Common" standard design philosophy behind DCs in Dragon rather than in the PHB or DMG where it belonged [*]Default Multiclassing rules [*]Emphasis on PrCs and almost complete lack of class customization examples in supplements (until Unearthed Arcana) [*]Magic Item creation prices and ease. [/LIST] [/QUOTE]
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