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<blockquote data-quote="WayneLigon" data-source="post: 3656911" data-attributes="member: 3649"><p>If you can find players for it, good <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> There are a few people that like older editions better than the current one, mainly because they think the rules are simpler. And in one sense they are correct; there simply aren't the number of options you get in 3E. Less options means less customization means less complexity. There are virtually no decisions to make in character creation outside of 'rolls stats, see what races and class combinations those stats allow me to play, write down pertinant class info, modify for race, write down saves, pick equipment or spells'. Mages could be specialty mages, clerics could be specialty clerics. </p><p></p><p>In a major departure from 1E and, really, the rest of 2E, Thieves could actually choose what skills to concentrate on. Some kits or later supplements actually let them get another skill in place of their virtually useless Read Languages skill, in order to differentiate them further. </p><p></p><p>Some other things Kae'Yoss didn't include: </p><p></p><p>There is no monk or assassin class (1E had assassins as a sub class of theives in the core PHB), no half-orc race.</p><p></p><p>XP is done very differently. In the general sense (because each class has a seperate XP table), XP doubles every level. A fighter takes 2000 to get to 2nd, 4,000 to 3rd, 8,000 to 4th, etc. Advancement is very slow compared to 3E. You could plan on spending months of every-week play before you hit 5th or 6th.</p><p></p><p>There are virtually no rules for making magic items. Other than Holy Water and some rough guidelines for scroll making, you're pretty much on your own with whatever system you and the GM create. You have to be pretty high level and the stuff you can create at that high level is a joke by the time you get to the point of making it. I can't think of anyone who ever bothered in any of the groups I played with.</p><p></p><p>Unarmed combat is just plain damn strange. There are any number of rules to cover it in various bokos, supplements, modules and the like. None of them are really much good.</p><p></p><p>One thing it'll take some getting used to is the fact that a lot of rules change depending on what books or supplements or even modules you might be using. Monsters use different rules than PC's do, a lot of times.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3656911, member: 3649"] If you can find players for it, good :) There are a few people that like older editions better than the current one, mainly because they think the rules are simpler. And in one sense they are correct; there simply aren't the number of options you get in 3E. Less options means less customization means less complexity. There are virtually no decisions to make in character creation outside of 'rolls stats, see what races and class combinations those stats allow me to play, write down pertinant class info, modify for race, write down saves, pick equipment or spells'. Mages could be specialty mages, clerics could be specialty clerics. In a major departure from 1E and, really, the rest of 2E, Thieves could actually choose what skills to concentrate on. Some kits or later supplements actually let them get another skill in place of their virtually useless Read Languages skill, in order to differentiate them further. Some other things Kae'Yoss didn't include: There is no monk or assassin class (1E had assassins as a sub class of theives in the core PHB), no half-orc race. XP is done very differently. In the general sense (because each class has a seperate XP table), XP doubles every level. A fighter takes 2000 to get to 2nd, 4,000 to 3rd, 8,000 to 4th, etc. Advancement is very slow compared to 3E. You could plan on spending months of every-week play before you hit 5th or 6th. There are virtually no rules for making magic items. Other than Holy Water and some rough guidelines for scroll making, you're pretty much on your own with whatever system you and the GM create. You have to be pretty high level and the stuff you can create at that high level is a joke by the time you get to the point of making it. I can't think of anyone who ever bothered in any of the groups I played with. Unarmed combat is just plain damn strange. There are any number of rules to cover it in various bokos, supplements, modules and the like. None of them are really much good. One thing it'll take some getting used to is the fact that a lot of rules change depending on what books or supplements or even modules you might be using. Monsters use different rules than PC's do, a lot of times. [/QUOTE]
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