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<blockquote data-quote="trancejeremy" data-source="post: 3879868" data-attributes="member: 924"><p>Well, it's funny you pick Mystara, because I thought the move from D&D to 2e pretty much ruined the whole flavor of the setting, because the rules for AD&D simply didn't fit the setting.</p><p></p><p>I mean, it's a very epic setting. Players could start at level 1 and work themselves all the way up to 36th level. That's not nearly as impressive in AD&D, 2e where they were cut down to 20th level. Especially since there were rules for becoming Immortals (aka Gods) after reaching 36th level, which opened things up even further. </p><p></p><p>And the world was epic too, Alphatia was ruled (in part, anyway) by a council of 1000 36th level magic-users. And ruled by a really old empress who lived on longevity potions (as did most of the ruling class). Which would be impossible by the book in AD&D, since longevity potions there eventually caught up to people, or 3e, where they didn't even exist. And things like wishes and raise dead were taken for granted.</p><p></p><p>Also gone were the rules for running strongholds and dominions, and mass combat, which were part of the core rules. This affects how much of the world the PCs can affect, making the setting more or less static.</p><p></p><p>You also had the alignment system changed. Formerly it was Law, Neutrality and Chaos, which allowed for quite a bit more grey areas. </p><p></p><p>The classes were completely different in many cases, so existing characters had to be changed to fit the AD&D classes, often a poor fit. No more flying ships or magical airplanes. No more monster characters. </p><p></p><p>Since we don't have 4e yet, we don't know how big a shift it will be from 3e. But some changes are big. The classes are different. There are now warlocks in the core rules. How can you handle that in both 3e (where Warlocks are off limits, since they aren't OGL), while in 4e they are? What about say, Gnomes, which aren't in 4e? Or races in 4e that aren't in 3e?</p><p></p><p>Magic is also an issue. When Kalamar went D&D, there were problems in some of the old modules (also converted) because they didn't account for D&D's magic. Spells like raise dead or speak with dead or stuff like that. In 4e, we know spells from past editions are now gone (Wish, I think for one, possibly polymorth). </p><p></p><p>Conversely, there are fantasy archetypes simply not represented in D&D, period. Things like witches or alchemists. A straight generic fantasy setting might very well feature those, which would be very hard to convert to D&D terms. (3e could handle them with the Adept and Expert, but I think NPC classes are gone in 4e)</p></blockquote><p></p>
[QUOTE="trancejeremy, post: 3879868, member: 924"] Well, it's funny you pick Mystara, because I thought the move from D&D to 2e pretty much ruined the whole flavor of the setting, because the rules for AD&D simply didn't fit the setting. I mean, it's a very epic setting. Players could start at level 1 and work themselves all the way up to 36th level. That's not nearly as impressive in AD&D, 2e where they were cut down to 20th level. Especially since there were rules for becoming Immortals (aka Gods) after reaching 36th level, which opened things up even further. And the world was epic too, Alphatia was ruled (in part, anyway) by a council of 1000 36th level magic-users. And ruled by a really old empress who lived on longevity potions (as did most of the ruling class). Which would be impossible by the book in AD&D, since longevity potions there eventually caught up to people, or 3e, where they didn't even exist. And things like wishes and raise dead were taken for granted. Also gone were the rules for running strongholds and dominions, and mass combat, which were part of the core rules. This affects how much of the world the PCs can affect, making the setting more or less static. You also had the alignment system changed. Formerly it was Law, Neutrality and Chaos, which allowed for quite a bit more grey areas. The classes were completely different in many cases, so existing characters had to be changed to fit the AD&D classes, often a poor fit. No more flying ships or magical airplanes. No more monster characters. Since we don't have 4e yet, we don't know how big a shift it will be from 3e. But some changes are big. The classes are different. There are now warlocks in the core rules. How can you handle that in both 3e (where Warlocks are off limits, since they aren't OGL), while in 4e they are? What about say, Gnomes, which aren't in 4e? Or races in 4e that aren't in 3e? Magic is also an issue. When Kalamar went D&D, there were problems in some of the old modules (also converted) because they didn't account for D&D's magic. Spells like raise dead or speak with dead or stuff like that. In 4e, we know spells from past editions are now gone (Wish, I think for one, possibly polymorth). Conversely, there are fantasy archetypes simply not represented in D&D, period. Things like witches or alchemists. A straight generic fantasy setting might very well feature those, which would be very hard to convert to D&D terms. (3e could handle them with the Adept and Expert, but I think NPC classes are gone in 4e) [/QUOTE]
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