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Can someone explain what "1st ed feel" is?
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<blockquote data-quote="Neqroteqh" data-source="post: 48695" data-attributes="member: 1821"><p>Here, here! Now, to all you 2nd Edition bashers out here, here's what I like about it:</p><p></p><p>The Modules. Crappy? Heck no! Return to the Tomb of Horrors, Axe of the Dwarvish Lords, The Night Below, A Paladin in Hell, The Rod of Seven Parts, For Duty and Deity, Hellbound: The Blood War, Faction War, Undermountain, Undermountain II, Die Vecna Die, The Ravenloft Grand Conjunction series, The Lost Shrine of Bundashatur, Tale of the Comet, Dead Gods, The Vortex of Madness, The Apocalypse Stone, Hellgate Keep, the condensed version of the DL 1-16 series that was released for 2e (Dragonlance Classics), Dragon Mountain- had enough yet? All fantastic adventures, many of which are getting converted for my 3E campaign. Sure, there were some dogs... many of the campaign-specific adventures to come out were pretty weak (the Volo Trilogy and Four from Cormyr, The Deva Spark, Caravans), and there were some weak non-specific ones as well (the Beholder trilogy, the Illithiad adventures...)... but there were many great ones as well- and they had more than the mere dungeon that would come in a 1E adventure. Return to the Tomb of Horrors wasn't just a deathtrap with a demilich- it had a plot, a city and school full of vampires and necromancers, giants, the creepiest city ever seen in a D&D product (Moil), and many encounters that test the wits of the best players.</p><p></p><p>Rules- Guess what, folks? Unlike 1e, the AD&D Skills and Powers system (which was a godsend for my campaign) let characters truly customize their characters with skills and abilities, not just with kits. I'm also a fan of the complete books series- Complete Bards, Elves, Paladins, and Druids among my favorites. Spells and Magic allowed all kinds of variations to the magic system- and new stuff for players, as well... and Combat and Tactics made D&D combat make more sense than it did previously.</p><p></p><p>Campaign Settings- admittedly, 2nd Edition Realms was a bit weak... but other than that, what does 3E have that's better? Planescape, Dragonlance, Dark Sun, Spelljammer- all gone, and Ravenloft has been reincarnated as a shadow of it's former self. The settings I've seen so far either strike me as completely bland (Kalamar), uninspired (Dragonstar), or fairly decent places to steal ideas from (Scarred Lands)- nothing that really excites me like the old settings did.</p><p></p><p>As for 3rd edition adventures, I've only seen three (excluding several excellent Dungeon Magazine adventures) which are up to par with the ones I've listed above- Return to the Temple of Elemental Evil, The Demon God's Fane, and Lord of the Iron Fortress.</p><p></p><p>However, 3rd Edition is the clear winner for rules... they're far superior to 1E, Skills and Powers, or any other system I've ever seen. Just give me something good to play with!</p></blockquote><p></p>
[QUOTE="Neqroteqh, post: 48695, member: 1821"] Here, here! Now, to all you 2nd Edition bashers out here, here's what I like about it: The Modules. Crappy? Heck no! Return to the Tomb of Horrors, Axe of the Dwarvish Lords, The Night Below, A Paladin in Hell, The Rod of Seven Parts, For Duty and Deity, Hellbound: The Blood War, Faction War, Undermountain, Undermountain II, Die Vecna Die, The Ravenloft Grand Conjunction series, The Lost Shrine of Bundashatur, Tale of the Comet, Dead Gods, The Vortex of Madness, The Apocalypse Stone, Hellgate Keep, the condensed version of the DL 1-16 series that was released for 2e (Dragonlance Classics), Dragon Mountain- had enough yet? All fantastic adventures, many of which are getting converted for my 3E campaign. Sure, there were some dogs... many of the campaign-specific adventures to come out were pretty weak (the Volo Trilogy and Four from Cormyr, The Deva Spark, Caravans), and there were some weak non-specific ones as well (the Beholder trilogy, the Illithiad adventures...)... but there were many great ones as well- and they had more than the mere dungeon that would come in a 1E adventure. Return to the Tomb of Horrors wasn't just a deathtrap with a demilich- it had a plot, a city and school full of vampires and necromancers, giants, the creepiest city ever seen in a D&D product (Moil), and many encounters that test the wits of the best players. Rules- Guess what, folks? Unlike 1e, the AD&D Skills and Powers system (which was a godsend for my campaign) let characters truly customize their characters with skills and abilities, not just with kits. I'm also a fan of the complete books series- Complete Bards, Elves, Paladins, and Druids among my favorites. Spells and Magic allowed all kinds of variations to the magic system- and new stuff for players, as well... and Combat and Tactics made D&D combat make more sense than it did previously. Campaign Settings- admittedly, 2nd Edition Realms was a bit weak... but other than that, what does 3E have that's better? Planescape, Dragonlance, Dark Sun, Spelljammer- all gone, and Ravenloft has been reincarnated as a shadow of it's former self. The settings I've seen so far either strike me as completely bland (Kalamar), uninspired (Dragonstar), or fairly decent places to steal ideas from (Scarred Lands)- nothing that really excites me like the old settings did. As for 3rd edition adventures, I've only seen three (excluding several excellent Dungeon Magazine adventures) which are up to par with the ones I've listed above- Return to the Temple of Elemental Evil, The Demon God's Fane, and Lord of the Iron Fortress. However, 3rd Edition is the clear winner for rules... they're far superior to 1E, Skills and Powers, or any other system I've ever seen. Just give me something good to play with! [/QUOTE]
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