Gothmog said:Actually, most people I knew who ran 1E/2E had under 5 pages of house rules, including me. 3E has so many assumptions built into the system, that if you want to do ANYTHING differently, you have to change large portions of the system since so much is interconnected. 3E assumes a very high magic level, combat-heavy game set in a dungeon- none of which appeal to me. My current 3E campaign has over 70 pages of houserules- including things like rituals, spellcasting rolls, alt hp system, new feats, spells, revised clerical domains more like spheres, etc. We have modified the system so it suits our needs, but it requires a lot of revision to do so.
Ditto. Outside of my group, every group i've ever met that played AD&D1/2 (and i at least met a lot of them when i was in college) had no houserules more extensive than which classes/races they were using, and which optional rules. IOW, just listing the options from the rulebooks (and maybe Dragon, for those that used some of the alternate classes published there). In fact, i lost a whole bunch of players precisely because of my houserules--not because they particularly disliked them, but because they just didn't want to deal with them, vice the book. They also didn't use a lot of the official rules i used (Tome of Magic, specialty priests, etc.)--they just wanted a simpler game, all-round.
Also, Gothmog said it better than i was: one of the advantages to the pastiche of unrelated rules in AD&D2 was that you could often change a subsystem without affecting anything else, so it made alterations easier in that way. In D&D3E, one simple change echoes all over the place, necessitating further changes to compensate (or carry through), and so on. And to varying degrees, depending on your opinion of the current degree of balance, and the desirable degree of balance. Frex, i'm currently in the midst of a fairly heated argument over the proposition (someone else's, just for the record) of switching touch attacks and/or light-weapon attacks to be Dex based by default.