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My, how the adventures have changed...
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<blockquote data-quote="Wik" data-source="post: 3943546" data-attributes="member: 40177"><p>You know, if you're gonna slam me for not "understanding" the game, you should get your own rules quotations correct. In 2e, not being proficient in a weapon is AT LEAST a -2 penalty (I found this out by digging out my books... I haven't played 2e in about eight years, so I can understand someone else not being crystal clear on things - some people, I guess, cannot).</p><p></p><p>Just though I'd mention that.</p><p></p><p>Now, the point of this thread wasn't to be wholly accurate - I don't think any of us have actually run the "Go into dungeon, kill some goblins, go home" adventure without even a few twists. Mostly, though, I just wanted to point out how the dynamics of the game led to different focuses that occur IN game.</p><p></p><p>And, in my experience, 1) Poisons in earlier games were lethal, and (if you were like me) a DM would often switch them out for less-violent poisons. But there were an awful number of type F poisons out there, even at lower levels. It really sucks. </p><p></p><p>2) treasure changed from edition to edition. In all editions but 2e, you can pretty much get away with rolling a random weapon type and giving that out as treasure; in 3e, that means it might not mesh with someone's specialties, but in that case, it can be swapped out for cash later on. In 2e, a game with a huge weapons list and a fairly small selection of weapons you can be proficient in (a 1st level fighter was probably proficient in three weapons, specializing in one... and I think at 20th level, he'd still know less then ten weapons!), unless you were skilled in longsword, random weapon determination kind of sucks.</p><p></p><p>(Fun story - in all our games, everyone made it a point to be proficient in a different set of weapons, but we set it up so that if our longsword specialist died, there was at least one other person in the group who knew how to use one). </p><p></p><p>That's not a "slam" on the edition, by the way - just one of the pecularities that coloured the play experience. Just like how in 3e you tend to think more about the mechanics of your character than you do in BECMI or 2e, or how (if my games are any indication) you have a much higher chance of your character having a "sir" in front of his name if you are playing 1e.</p></blockquote><p></p>
[QUOTE="Wik, post: 3943546, member: 40177"] You know, if you're gonna slam me for not "understanding" the game, you should get your own rules quotations correct. In 2e, not being proficient in a weapon is AT LEAST a -2 penalty (I found this out by digging out my books... I haven't played 2e in about eight years, so I can understand someone else not being crystal clear on things - some people, I guess, cannot). Just though I'd mention that. Now, the point of this thread wasn't to be wholly accurate - I don't think any of us have actually run the "Go into dungeon, kill some goblins, go home" adventure without even a few twists. Mostly, though, I just wanted to point out how the dynamics of the game led to different focuses that occur IN game. And, in my experience, 1) Poisons in earlier games were lethal, and (if you were like me) a DM would often switch them out for less-violent poisons. But there were an awful number of type F poisons out there, even at lower levels. It really sucks. 2) treasure changed from edition to edition. In all editions but 2e, you can pretty much get away with rolling a random weapon type and giving that out as treasure; in 3e, that means it might not mesh with someone's specialties, but in that case, it can be swapped out for cash later on. In 2e, a game with a huge weapons list and a fairly small selection of weapons you can be proficient in (a 1st level fighter was probably proficient in three weapons, specializing in one... and I think at 20th level, he'd still know less then ten weapons!), unless you were skilled in longsword, random weapon determination kind of sucks. (Fun story - in all our games, everyone made it a point to be proficient in a different set of weapons, but we set it up so that if our longsword specialist died, there was at least one other person in the group who knew how to use one). That's not a "slam" on the edition, by the way - just one of the pecularities that coloured the play experience. Just like how in 3e you tend to think more about the mechanics of your character than you do in BECMI or 2e, or how (if my games are any indication) you have a much higher chance of your character having a "sir" in front of his name if you are playing 1e. [/QUOTE]
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