Which is true...and yet, not true at the same time.
A party composed of a Gnome Illusionist, a Part-Orc Assassin, a Dwarf Fighter, a Half-Elf Cleric and a Human Ranger, along with a low-level Human Thief who is the Assassin's henchling (to illustrate a bunch of 1e archetypes)...that party is going to take a different approach to Slavers' Stockade than the group you list above. And the defenders are going to do things differently, too. Why? Because in both cases they can; the system is different, and allows/disallows different things than it did when A2 was written.
Sure, in hindsight both groups might accomplish exactly the same thing...kill everything they meet in the Stockade and carry on...but the actual on-the-scene gameplay while doing so will be very, very different.
I'll find out *how* different in the fall, when I'll be ret-conning Keep On the Shadowfell to 1e and running my group through it...assuming of course they survive so long; thus far, when the enemy's not killing them, they've been killing each other!
Lanefan
It's not that I can't. It's that I simply have no desire to fix this game. It's a catch 22 - stuff up the core flavour that much, and I have no motivation to do repairs on it. If it were in some sourcebook I'd be happier to customise, but the lame is in the core books now, annoying me every time I refer to them.
Well, stuff that.
To a point; though the mechanics and in-session play would be again quite different. In 1e the Thief has to tell the DM what she's searching, and where; as 1e likes lots of detail...in 3e the Rogue can take 20; as 3e wants to get on with things.See, I'm not really so sure. At the end of the day, there's going to be a lot more similarities than differences. The rogue/thief (whatever you want to call him) is going to go sneaky sneaky and check things out. The party will still start at the secret door and meet the same monsters along the way. By and large, it's going to be very, very similar.
Me, I look at the fact that Spider Man 3 was the top grossing movie of all time for a while, and was incredibly popular with huge numbers of people and not worry too much about ideas of "soul" or "heart" which are incredibly nebulous.
Yet, nonetheless, incredibly important.
"Fun" is an incredibly nebulous idea, too.![]()
I'm sure glad that I've always thought the "core flavor" of D&D --pick an edition and setting-- varied between faintly ludicrous and totally ludicrous. Because of this, I felt free/inspired/required to make D&D into anything I wanted it to be.It's not that I can't. It's that I simply have no desire to fix this game. It's a catch 22 - stuff up the core flavour that much, and I have no motivation to do repairs on it. If it were in some sourcebook I'd be happier to customise, but the lame is in the core books now, annoying me every time I refer to them.
Well, stuff that.