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Do you consider 2nd edition AD&D "old-school"
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<blockquote data-quote="Grimstaff" data-source="post: 4852549" data-attributes="member: 34880"><p>Again, my comments weren't intended as critisisms of 2E, but reason why 2E is not "old-school" to me. I ran "old-schoolish" games with 3E and 4E, but would never call them "old-school" systems. </p><p></p><p>OD&D, AD&D 1E, B/X, all had certain elements that define classic old-school RPGing in my mind, and 2E was the first move beyond those elements in official form. 2E, imo, took non-old-school elements like non-weapon proficiencies and class glut from the realm of optional rules via additional books (such as Unearthed Arcana and Wilderlands Survival Guide) and made them part of the core system. 2E also saw the normalization of rail-road-style adventures, which also debuted under 1E in the form of Dragonlance modules. </p><p></p><p>Obviously, the DM can entertain old-school trap finding and disarming via in-play description rather than making a skill check in any edition, but this is not directly implied in the core rules of 2E. The GM can take formerly Druid-only spells away from clerics to make the Druid a unique class again, but again, this is not implied, encouraged, or suggested by the core rules of 2E. A 2E cleric has free reign to use druid spell, a 2E magic user has free reign to use illusionist spells, this is simply not old-school, where these classes were whole and unique from their counterparts.</p><p></p><p>The point is not whether the DM may customize 2E to his tastes, but rather how 2E presents itself unmodified. Playable, fun, and customizable? Sure. Old-school? No. Not at all. Not in my opinion.</p><p></p><p>Tip: Erol Otus needed no "kit" for his swashbuckling old-school fighter:</p><p><img src="http://jrients.tripod.com/otus/otusrogue_files/image006.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="Grimstaff, post: 4852549, member: 34880"] Again, my comments weren't intended as critisisms of 2E, but reason why 2E is not "old-school" to me. I ran "old-schoolish" games with 3E and 4E, but would never call them "old-school" systems. OD&D, AD&D 1E, B/X, all had certain elements that define classic old-school RPGing in my mind, and 2E was the first move beyond those elements in official form. 2E, imo, took non-old-school elements like non-weapon proficiencies and class glut from the realm of optional rules via additional books (such as Unearthed Arcana and Wilderlands Survival Guide) and made them part of the core system. 2E also saw the normalization of rail-road-style adventures, which also debuted under 1E in the form of Dragonlance modules. Obviously, the DM can entertain old-school trap finding and disarming via in-play description rather than making a skill check in any edition, but this is not directly implied in the core rules of 2E. The GM can take formerly Druid-only spells away from clerics to make the Druid a unique class again, but again, this is not implied, encouraged, or suggested by the core rules of 2E. A 2E cleric has free reign to use druid spell, a 2E magic user has free reign to use illusionist spells, this is simply not old-school, where these classes were whole and unique from their counterparts. The point is not whether the DM may customize 2E to his tastes, but rather how 2E presents itself unmodified. Playable, fun, and customizable? Sure. Old-school? No. Not at all. Not in my opinion. Tip: Erol Otus needed no "kit" for his swashbuckling old-school fighter: [IMG]http://jrients.tripod.com/otus/otusrogue_files/image006.jpg[/IMG] [/QUOTE]
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Do you consider 2nd edition AD&D "old-school"
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