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D&D Editions: Anybody Else Feel Like They Don't Fit In?
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<blockquote data-quote="Willie the Duck" data-source="post: 9620992" data-attributes="member: 6799660"><p><span style="font-size: 10px">I'm not even sure NWPs fit as distinctly 2e, as nearly-identical mechanisms showed up in late 1E (<em>OA, WSG, DSG</em>).</span></p><p></p><p>Great question! The whole push for backwards compatibility means there's very little under the sun that is truly and uniquely 2E AD&D, at least until the Player's Option series. There are a few rebuilt systems where the specific implementation isn't found in 1E(/OSRIC) or in B-BECMI (and thus shows up in OSR material). Off the top of my head (and here just identifying them, not weighing in on whether I'd want to see them), I thin there's:</p><ul> <li data-xf-list-type="ul">AD&D 2E's initiative rules</li> <li data-xf-list-type="ul">unarmed attack, grappling, and martial arts re-works (a few attempts, IIRC)</li> <li data-xf-list-type="ul">Bard and Thief player choosing of ability % distribution</li> <li data-xf-list-type="ul">Kits</li> <li data-xf-list-type="ul">The Psionicist Class</li> <li data-xf-list-type="ul">Wild Magic</li> <li data-xf-list-type="ul">'historic' wordlbooks (the green-bound leatheret splatbooks)</li> <li data-xf-list-type="ul">PO: Spells and Magic alternate spellcasting rules</li> <li data-xf-list-type="ul">Some PO: Combat and Tactics combat rules (ex. attacks of opportunity)</li> </ul><p>Most all the rest are seen elsewhere. As I mentioned, NWPs are late 1E. As are specific campaign worlds with their own rule changes*. Playing as non-human/non-demihumans shows up elsewhere**. Non-illusionist school specialists (evokers, etc.) are new to 2e, but with the precedence set by illusionists (and Dragonlance robe-based specialties), I'm not sure if they can be called new or not. Dragonlance also introduced specialty priests and priest spell 'spheres.' Psionics have been around since supplement-era oD&D.</p><p><span style="font-size: 10px">*BECMI also has with <em>Hollow World</em></span></p><p><span style="font-size: 10px"><em>**</em>although the <em>Complete Humanoids Handbook</em> might have been the first that allowed high-powered creatures like Ogre Magi to be played at 2-3x xp cost, that might be new</span></p><p></p><p>Personally:</p><ul> <li data-xf-list-type="ul">Of these, I would love to revisit Specialty Priests, Kits, Wild Magic, and Psionicists.</li> <li data-xf-list-type="ul">I think specific OSR game or setting books would be great places to explore a Viking- or Charlamagne setting, or use an alternate magic style.</li> <li data-xf-list-type="ul">I think things like thieves/bards distributing their %s should be part of an overall re-think on their abilities (perhaps in conjunction with a reassessment of the skill systems in general). I think a lot of OSR games do play around with this, specifically because it's part of the TSR era on which a lot of people have mixed feelings.</li> <li data-xf-list-type="ul">Likewise, certain rules like grappling and zone of control* are those that the game never really got right, and I think a lot of people are already working on those.<span style="font-size: 10px">*i.e. 'why not rush past the fighters to kill the magic users once play leaves 10' wide corridors and parties with 6-600 hirelings and retainers?'</span></li> </ul></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9620992, member: 6799660"] [SIZE=2]I'm not even sure NWPs fit as distinctly 2e, as nearly-identical mechanisms showed up in late 1E ([I]OA, WSG, DSG[/I]).[/SIZE] Great question! The whole push for backwards compatibility means there's very little under the sun that is truly and uniquely 2E AD&D, at least until the Player's Option series. There are a few rebuilt systems where the specific implementation isn't found in 1E(/OSRIC) or in B-BECMI (and thus shows up in OSR material). Off the top of my head (and here just identifying them, not weighing in on whether I'd want to see them), I thin there's: [LIST] [*]AD&D 2E's initiative rules [*]unarmed attack, grappling, and martial arts re-works (a few attempts, IIRC) [*]Bard and Thief player choosing of ability % distribution [*]Kits [*]The Psionicist Class [*]Wild Magic [*]'historic' wordlbooks (the green-bound leatheret splatbooks) [*]PO: Spells and Magic alternate spellcasting rules [*]Some PO: Combat and Tactics combat rules (ex. attacks of opportunity) [/LIST] Most all the rest are seen elsewhere. As I mentioned, NWPs are late 1E. As are specific campaign worlds with their own rule changes*. Playing as non-human/non-demihumans shows up elsewhere**. Non-illusionist school specialists (evokers, etc.) are new to 2e, but with the precedence set by illusionists (and Dragonlance robe-based specialties), I'm not sure if they can be called new or not. Dragonlance also introduced specialty priests and priest spell 'spheres.' Psionics have been around since supplement-era oD&D. [SIZE=2]*BECMI also has with [I]Hollow World **[/I]although the [I]Complete Humanoids Handbook[/I] might have been the first that allowed high-powered creatures like Ogre Magi to be played at 2-3x xp cost, that might be new[/SIZE] Personally: [LIST] [*]Of these, I would love to revisit Specialty Priests, Kits, Wild Magic, and Psionicists. [*]I think specific OSR game or setting books would be great places to explore a Viking- or Charlamagne setting, or use an alternate magic style. [*]I think things like thieves/bards distributing their %s should be part of an overall re-think on their abilities (perhaps in conjunction with a reassessment of the skill systems in general). I think a lot of OSR games do play around with this, specifically because it's part of the TSR era on which a lot of people have mixed feelings. [*]Likewise, certain rules like grappling and zone of control* are those that the game never really got right, and I think a lot of people are already working on those.[SIZE=2]*i.e. 'why not rush past the fighters to kill the magic users once play leaves 10' wide corridors and parties with 6-600 hirelings and retainers?'[/SIZE] [/LIST] [/QUOTE]
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