I like 3E, but I miss...


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For the dragon's hoard, you can make it look bigger by making it all the equivalent wealth, in copper pieces. That also provides an additional challenge to dragon-slaying looters. :)

But what I miss the most is the 1st ed core-class illusionist, that had spells that the regular magic-users had no access to at all, and other spells that were up to 3 spell levels lower than the magic-users had them at (Maze). It worked both ways -- there were a lot of spells illusionists did not get. Also (and I guess this was too abusable, but oh so versatile) Shadow conjuration to Shades could create a shadowy version of just about ANY creature as long as you respected the HD limit. It didn't just mimic other spells. And the only illusion spell that regular magic-users got was the equivalent of silent image (as a 3rd level spell) -- no shadow magic at all, if memory serves.

The trouble is, I would have a hard time convincing people to "prune down" the spell lists of all non-illusionist wizards in 3e just to be able to capture the feel of the 3e illusionist. Ah well. A lost battle there, I suppose.

I'm surprise no one has posted that they miss when Assassins were neutral, but that was way before 1st ed.
 

For the dragon's hoard, you can make it look bigger by making it all the equivalent wealth, in copper pieces. That also provides an additional challenge to dragon-slaying looters.

That makes it about 300 times as large. Which sounds big until you realize - that makes the Great Wyrm's horde about 2 inches deep.

And he still doesn't have a resting place for his wings.

-Frank
 

FrankTrollman said:
1> Actual Dragon Hordes. Ugh. In 3rd edition a Great Wyrm Dragon might have as much as 10 gallons of gold in coins (about 80 thousand gp). To put that in perspective: the Great Wyrm Dragon is eighty feet long - and is thus about six thousand times the volume of his treasure horde. What happened to Dragons sleeping on treasure? If the Great Wyrm spead his gold pieces out underneath his body it would be only 0.7% of an inch thick!

.... and

4> Related to number 1: the ability to give out huge piles of wealth to players without breaking the game.
That's because after a few levels 'money' didn't actually mean anything in a typical campaign. You grew to the point where you could buy anything out of the PHB that you wanted, and the only alternatives were investing in castles and lands if your DM could be bothered!. Otherwise PCs just accumulated a dragon-sized hoard of their own.

At least you knew why dragons slept on their money: there was damn all else they could do with it!
 



Critical Hit Tables (from the Combat and Tactics book): Made spells like Regeneration more important, and it made items like the Stump Knife actually make sense. That's about it, really. Yes, this is helped somewhat by the Torn Asunder book, but it doesn't take into acount comparative weapon/creature sizes, so you could end up beheading someone with a tiny dagger, if it's magical enough.
Magius out.
 


Teflon Billy said:
The 1E "Wandering Prostitute" table in the DMG.

Aye, I'd second that... damn politically correctness and sensitivity...

"As much as I like 3E, when thinking back to 1st or 2nd edition AD&D, I have to admit that I miss multiclassing."
 

The dual wielding rules. Sure they were broken but at least you got something for all the proficiencies you had to drop into it. Now you drop the same amount of proficiencies just to be less effective than somebody with a great sword.

Initiative rolled each round.

Magic items that you couldnt churn out like a factory de magica.

Effective multiclassing of spell casters.

The general feeling of exploration and surprise.
 

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