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D&D 2E Now I have the hankering to play a 2E game...

Jack Daniel

Legend
You are as unpleasant as you are incorrect.

Yes, surely tone-policing proves that I was incorrect.

I will simply note that you completely ignored everything I wrote, and instead regurgitated the same points you made last time.

I ignored what you wrote because the Arneson lawsuit issue isn't germane to the topic. I regurgitated nothing: in fact, I pointed out a few clear cases of things Moldvay got from Holmes. What did AD&D get from Holmes? (Other than a plug, I mean?)
 

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haakon1

Adventurer
After reading through- and posting in- the which Edition thread, and having a look through my old rulebooks I now want to play a 2nd edition game...

If for no other reason than because I like the 2E monsters so much, lol. I found today, that I have 2 big binders full of Monster Compendium pages, The Monstrous Compendium hardcover; Annuals 1-4; the Mystara appendix; AND the Ravenloft appendix. Also have the Tome of Magic, a giant stack of splats, and both Combat and Tactics and Spells and Powers. Even have a handful of 2E Greyhawk modules., and some campaign setting stuff.

Of course, after playing 3E and 5E, I'm not sure I could go back to THAC0 and race class/level limits... Or weakling low level mages.

But DARNIT, it looks so fun!

That massive stash of 3E materials is calling me as well...

PHOOEY!! on having so many fun editions, lol.
Me, I just run everything as 3.5e and source freely from Basic D&D, AD&D, 2e, 3e, 3.5e, 5e, and PF1.
 

Gorg

Explorer
Me, I just run everything as 3.5e and source freely from Basic D&D, AD&D, 2e, 3e, 3.5e, 5e, and PF1.
I plan on doing that with 5E. Just as soon as I figure out how to convert stuff...

I'm kinda thinking along the lines, for example, of doing something with some of the interesting FR prestige classes- like homebrewing some new archetypes and/or arcane traditions, and same for domains- just for FR characters.

Not to mention the plethora of setting specific spells, magic items, and monsters.
 

overgeeked

B/X Known World
I plan on doing that with 5E. Just as soon as I figure out how to convert stuff...

I'm kinda thinking along the lines, for example, of doing something with some of the interesting FR prestige classes- like homebrewing some new archetypes and/or arcane traditions, and same for domains- just for FR characters.

Not to mention the plethora of setting specific spells, magic items, and monsters.
WotC put out a conversion guide for most editions to 5E. It’s still up on their site.

 
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haakon1

Adventurer
I plan on doing that with 5E. Just as soon as I figure out how to convert stuff...
Basically what I do is rewrite stuff. If the module has a 9th level Wizard, I’ll make one in the destination edition rules (3.5e for me) giving the same spells and magic items to the extent possible. Most things do exist in 3.x (3.5e, PF1, or 3e). Recently I had to create a Storoper (monster introduced in a classic AD&D adventure), and I created it by modifying off the related Roper, which did have 3.5 rules. I compared the Storoper and Roper in AD&D rules to give me an idea how to modify it.
 

el-remmen

Moderator Emeritus
Basically what I do is rewrite stuff. If the module has a 9th level Wizard, I’ll make one in the destination edition rules (3.5e for me) giving the same spells and magic items to the extent possible. Most things do exist in 3.x (3.5e, PF1, or 3e). Recently I had to create a Storoper (monster introduced in a classic AD&D adventure), and I created it by modifying off the related Roper, which did have 3.5 rules. I compared the Storoper and Roper in AD&D rules to give me an idea how to modify it.
This has been me with every edition - incorporating previous edition material or (in the case of D&D/AD&D) concurrent edition material. Anyone who follows me on here knows I basically only run D&D, 1E and Dungeon Mag modules - and I have little problem converting their actions/plots on the fly to any edition assuming I have spent prep time tweaking stat blocks and re-doing NPCs.
 

haakon1

Adventurer
Anyone who follows me on here knows I basically only run D&D, 1E and Dungeon Mag modules - and I have little problem converting their actions/plots on the fly to any edition assuming I have spent prep time tweaking stat blocks and re-doing NPCs.
I’m reading through Dungeon myself. I’ve read all of 77-90 so far, and random 7 others. 82 is the last 2e, by the way.
 

delericho

Legend
My last 2nd Ed campaign was a core rules only game run with almost no house rules (we used some of the optional rules from the PHB and DMG, but only a handful of true house rules). It was a great deal of fun, though it did only last for a few levels - this was just before 3e hit, and as soon as that came out we jumped ship.
 

transmission89

Adventurer
Do it! I’m running a west marches AD&D2e game. It’s greatest strength is also it’s greatest weakness. There’s so many damn (and often contradictory) options. However, this makes it really easy to tinker with, meaning your AD&D2e game can run like a souped up B/X game (with most of the optional rules stripped out) or a slightly clunky proto 3e game.

Do what works for you and make it yours.
Re magic users perceived weakness at low levels: why are they being measured only in combat prowess here? Remember that combat shouldn’t be the default option for every encounter (they aren’t balanced like later editions), it’s not always party time when a few goblins round the corner. In case an exchange of words become an exchange of blows, Magic users should have some coin left for some retainer muscle.

Regarding the “complexity” of Thaco:
AC hit = THAC0- (roll+mods) done!

Whatever works for your table, make it happen :)
 

What were the go to Books, aside from the usual edition trinity, to get for 2E? I know the Book of Elves had the Bladesinger. That covers your OP cravings so that's a given. Couple of the Leatherette books like the Celts and the DMG to Necromancers are a no brainer as well. I just don't know what other must haves there were in the Edition line.
 

overgeeked

B/X Known World
What were the go to Books, aside from the usual edition trinity, to get for 2E? I know the Book of Elves had the Bladesinger. That covers your OP cravings so that's a given. Couple of the Leatherette books like the Celts and the DMG to Necromancers are a no brainer as well. I just don't know what other must haves there were in the Edition line.
Player's side, mostly the PHB leatherette books. Back in the day, if someone wanted to play something out of one of those they had to pick up a copy themselves and lend it to the DM for approval. The DM leatherette books were almost all amazing resources.

There's a thread reviewing them here.
 

Orius

Hero
What were the go to Books, aside from the usual edition trinity, to get for 2E? I know the Book of Elves had the Bladesinger. That covers your OP cravings so that's a given. Couple of the Leatherette books like the Celts and the DMG to Necromancers are a no brainer as well. I just don't know what other must haves there were in the Edition line.
I had a list I posted several times in 2e discussions of the past, but I can't find the threads. So I'll have to post from memory.

Tome of Magic is practically the fourth core book. It's probably the most heavily used optional book in 2e, so it has a place in every collection.

Demons and devils aren't really in the core books, so you'll need the first Planescape MC to use them. They're also in MC 8, but that source massively overinflates their XP. There is a handful of them in the MM, but too few to be useful, and they have the MC 8 XP values on top of that. Unfortunately the DM Guild has MC 8, but I'm not sure if they have the Planescape MC.

Scarlet Brotherhood if you want their rules for monks and assassins.

Spells and Magic for the sphere errata as well as the guidelines for spell research and magic item creation. Lots of other useful goodies in here as well.

Combat and Tactics compiles and updates optional combat rules from the Fighter's Handbook and other sources. It also has the most comprehensive weapon and armor list for 2e.

If you want more recommendations, I'll post a list of the really good optional material. The above stuff are the more essential options.
 


GreyLord

Hero
What were the go to Books, aside from the usual edition trinity, to get for 2E? I know the Book of Elves had the Bladesinger. That covers your OP cravings so that's a given. Couple of the Leatherette books like the Celts and the DMG to Necromancers are a no brainer as well. I just don't know what other must haves there were in the Edition line.
The GO TO books were only the core three.

Everything else was per group preference.

For us, we didn't care for most of the supplements. Many of the Core supplements introduced the 1e versions of classes again, thus there was the Ranger and Druid, Assassin and Monk that were pretty much the 1e versions. I'd allow a 1e PHB in that light if one wants to use the alternate classes of it.

Other than that the only thing we really needed was either the Complete Fighters handbook or Combat and Tactics (which covered the same material that I allowed from the Fighters Handbook which were different combat styles and weapon mastery).

If you want to go High Level over 20th you can make your own rules or you have your choice of the Forgotten Realms method (numbers going up to at least level 40 with allowances to go higher) or the High Level Book which only let people go up to level 30th max.

Other books I liked to use was sometimes the Oriental Adventures from 1e which is almost a crossover book, or Sages and Specialist which have some neat NPC classes as well as NPC classes players could use as PC's if they really want to (weaker than PH classes, but if you are a Demi-human and the DM doesn't allow the 4x XP option, then it's a way to get ultra high level characters that are demi-humans).

I think I used Complete Wizard (or was it Mage) but ONLY for the spell making ideas with in it. WE normally did not play with Kits as they were too unbalanced in general and made a mess of things.
 

DammitVictor

Druid of the Invisible Hand
What were the go to Books, aside from the usual edition trinity, to get for 2E?

Definitely the Core Rulebooks plus Tome of Magic.

As a Forever DM who doesn't like running the same world twice in a row: Player's Option. Skills & Powers for races and subraces, Spells & Magic for priesthoods and magic systems, Combat & Tactics for era-appropriate weapons and technology. World Builder's Guidebook and Complete Priest's Handbook are also critical. Also, consider the Complete Book of Humanoids.

If you like more Asian-inspired stuff, The Scarlet Brotherhood (for Greyhawkupdates the Monk and Assassin classes, the Complete Ninja's Handbook revises OA's martial arts systems, and you can rebuild the spellcasters with Spells & Magic. The Kara-Tur sub-setting for the Forgotten Realms might be able to flesh this out further, but I've never run with it.

For high-level gaming, DM's Option: High Level Campaigns is very useful. Dragon Kings, for Dark Sun is more useful in other settings than it would appear to be. I can't vouch for the FR high-level stuff.

The encyclopedias (of spells and magic items) aren't terribly inspiring or evocative, but they are incredibly dense-- if you can stomach just sitting and reading the equivalent of a phone book for a few hours, you'll come out of it with a handful of neat ideas.

A lot of the setting-specific stuff can be really useful for homebrewers, but I'm not really in a position to make recommendations-- beyond the Planewalker's Handbook and Complete Spacefarer's Handbook.
 

Lyxen

Great Old One
The one great thing from 2e was everything Planescape (then Dark Sun, then Spelljammer). I'm running lots of Planescape stuff for 5e with almost no adaptation.
 

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