AbdulAlhazred
Legend
Yeah, I know. Just throw a Nilbog at the party, let's get down to the fun!Remember that those encounter tables are inclusive of the 1977 book.
Yeah, I know. Just throw a Nilbog at the party, let's get down to the fun!Remember that those encounter tables are inclusive of the 1977 book.
Totally agreed on the FF, though there's a lot of chaff in with the wheat. The weirdness quotient and originality is high, and of course the art adds wonderful flavor.
The 1977 MM has a lot of original stuff, but is also stuffed with junk in places (like the excessive dinosaur list), and has dubious stats and editing, stuff like the damage for a lot of creatures seeming to be written for OD&D rather than AD&D, and notoriously unclear/unexplained stuff like how demonic spell-like abilities are meant to work.
I think GAS has a point about the 1993 Monstrous Manual in terms of it being a well-curated list of core monsters with fewer issues than the 1977 one.
Speaking of the FF, there's a well-done solo campaign journal on Dragonsfoot where user Xabloyan runs an Appendix P adventuring party through an Appendix A solo dungeon, and he uses the FF encounter tables, so those monsters show up a lot.
I played it and still do, I have played and enjoyed 3rd edition, and fifth edition, but I have always gone back to second edition. The feat tree is the disadvantage to 3rd edition, while it is fun it detracts from the game itself and forces the player to spend to much time designing a mechanical powerful character to gain advantage as well as the quick leveling turns into immediate gratification that is rewarded with extra feats and thus the player is driven to fight everything in order to gain the power they need to advance the mechanical design of their character. Now characters quickly reach level 20 and you are remaking a new character that you a designing through a feat tree to be more powerful then the last one you played. Fun at times, but it becomes a mechanical slog through which your character is designed and not the actual game experience that creates the character. Fifth edition tapers back on the feats, but at this point I had begun going back to 2nd edition, because of the open system that allowed the players to play with rules, although some say the are archaic, that are simple for character design and play. Thus the game happens at the table and not at the building of the character, and for more complex character class design the players always have the skills and powers option books that let players create a class within a class to play. The final note is the game is played with dice, so these other editions try to take away the chance of failure, and it is the failure that creates the experience that happens in the game, the overcoming it. The other systems force the DMs to balance the conflicts so that the party can not be overpowered, and they never need to run, or come up with a solution that doesn't involve the use of their abilities, it is about mechanical advantage as opposed to creative solutions, and some luck that is what gets lost in the newer designs. Characters where suppose to die, the world was suppose to be treacherous, and that was the point, luck of the role and creativity was the most important part of the game that is now lost to the designers who have taken, by accident, that out of the players hands by having rules that apply to everything.With all of the talk about the Golden Age of Gaming, and all of the retro-clones floating around, it's made me curious about the older editions of the game. I'm curious how many folks on ENWorld have ever played these older editions, and what their level of satisfaction was. Or is, if you are one of the rare birds that are still rocking it O.G. Style.
This week I'd like to examine the AD&D 2nd Edition. Have you played it before? or are you still playing it? What do you think about it?
By "played," I mean that you've been either a player or a DM for at least one gaming session. By "playing," I mean you have an ongoing gaming group that still actively plays this version, however occasionally. And for the purpose of this survey, I'm only referring to the Advanced Dungeons & Dragons 2nd Edition set, first published in 1989 and updated through 1995. You remember it; it was the version with a knight on the cover, and had "2nd Edtion" printed on it in bold red letters...this one right here:
View attachment 120691
Note that this edition is different from the 1st Edition AD&D game, which was released in 1977 and had a ruby-eyed statue on the cover. That was a completely different survey (see below).
Feel free to add nuance in your comments, but let's not have an edition war over this. I'm really just interested in hearing peoples' stories of playing the "Advanced" rules, and what they remembered (for better or worse) about it.
Next week we will tackle the post-TSR Era of Dungeons & Dragons, beginning with the 3rd Edition rules. So if that's your flavor of choice, stay tuned!
Other Surveys
OD&D
Basic D&D
B/X D&D
AD&D 1E
BECMI / Rules Cyclopedia
D&D 3E
D&D 4E
Survey Results (24 Apr 2020)
While 2e only has super powerful stats for the avatars of gods and not the actual god behind the avatars it is an outlier in older editions, 0e and 1e had full stats for the actual gods PCs could interact with fully.Suffice to say that newer editions, offer CRs and stats to God-like creatures, which is simply ridiculous.
Hero or not, they are vastly more powered than any kind of mortal being, thus there is no challenge there.