Thurbane said:
It's also interesting that many of the detractors of pre-3.X editions seem to focus purely on 1E; 2E actually streamlined a lot of the rules from 1E, while still managing not to be too vastly different. Well, less diffent than the jump between 2E and 3E, anyway. It was a cinch to convert a 1E character to 2E; converting from either of those to 3.X is quite a bit fiddling and work.
As with 3.X, the main pitfalls of 2E seemed to occur from an endless series of splat books, up to and including the "2.5E" Players Options books - the precursors to 3E.
Well, while those in the 3e and 1e camp might argue with eachother over their games, they can mostly agree that 2e was the worst of both schools. It combined poorly worded mechanics from 1e with endless splatbooks that were also poorly worded.
Heck, you can't even play certain classes in the 2e PHB without the DM writing it for you. The specialist priest basically needs to be created whole cloth before it can be played. So, you wind up with clerics from the PHB, nerfed clerics in the Complete Priest and ungodly overpowered clerics in Faiths and Avatars and Uber-Godboys in the Player's Options books.
I remember playing a priest of Kossuth, using a sword, and chucking fireballs while wearing chainmail all the while using Druid xp tables. Oh yeah, balance? Never heard of it.
1e suffered, IMO, from being the prototype. While some people may like Gygax's style, it was still very dense and confusing. One should not use neologisms in a game rule book without actually defining them somewhere in the book.

And, again IMO, the power creep that got into 1e was astonishing. I played a 1e paladin using the cavalier rules up to high levels. Basically, because of those rules, I was godlike - 18/00 str, 18 Dex, Con, Cha, all because I was gaining bonuses to each stat every level and, using the UA character creation rules, I got 9d6 for Cha, down to 5d6 for Dex. Now THAT was munchkin.
(Sue me, I was like 12)
