REALLY What Was So Bad About 2nd Edition?

Re: Second Edition

teitan said:
It got even more ridiculous when I tried to start a 1E group, as I still had a near complete 1E hardback collection (just missing the Dragonlance book and the Greyhawk book) and my players got lost when I went over character creation and they wanted their NWPs and I said "noooo, no NWPs in 1E".

Your complete 1e hardback collection shoudl have included Oriental Adventures and the Dungeoneer's Survival Guide. Both of those books included the rules for NWPs. Like almost everything else that made it into 2e, NWPs were not a new innovation, or even new to the AD&D game rules. They were just a rehash of 1e material, like just about everything else about 2e.
 

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i disliked THAC0, but could live with it. i guess what i didn't like about 2e was the fact that NWP's really weren't engrained into the game. i look at 3e now and see the multiple skill checks that most of my players roll each session, and i can't help thinking that 2e was a pretty archaic game in comparison. i like the fact that a fighter can take a shot at picking a lock.

on the other hand, i liked the ability to "freelance" at times in 2e combat. not to say i don't like the 3e combat system - i love it, but sometimes storytelling takes a backseat to tactics and strategy. overall, they were two different games. 2e was great fun at the time, but now that i'm in 3e, i wouldn't go back if you held a gun to my head.
 

MaxKaladin said:


Oh, me too! Especially since I had a guy in my old college group who could roll high or low on demand. It didn't matter what dice he used or anything. My best defense against him was not telling him which way was 'good'. Now, with 3e, he'd know high is always good. Sigh.

Forrester, Max:

What's stopping you from doing it now? Keep this in mind: All monsters, and some traps, have "to hit" rolls. NPC's still make opposed checks against the PC's. Why not apply the PC's roll to something other than his attack or saving roll?

Now the guesswork is not, "Is that a save or an ability check?" -- it's "was that roll for me, or against me?" :)
 

I have to say my comments are a mix of Icebear's and Eric Noah's. (Icebear, I'm sorry to hear it sounds like things are sucking for you lately. I hope things get better soon.)

Wolfen Priest:
THACO isn't necessarily harder or worse, but it is more complicated than it needs to be. Studies have shown that it is easier to add and multiply than to subtract or divide. While they can both be done, they cannot be done with equal speed - one takes marginally longer than the other. Multiply that by the number of d20 rolls made per game, and the amount of time increases. Add to THAT the sheer number of people who take a long time to figure out THACO (as the above mentioned poster having people that took five sessions, and you see that anything that is easier to calculate is a good thing.

With all this in mind, I greatly enjoyed playing D&D for the past 20 years. The way I see it, a good analogy would be buying a newer version of a home appliance. 200 Years ago, you beat your clothes against a rock and washed them with lye soap. 100 Years ago, you used a wash-tub with rollers and better but still coarse soap to clean your clothes. It was still better than the rock and the stream. 50 years ago, electric washers and dryers became available. The wash-tub and rollers is still serviceable, but do you want to go back to using them? :)
 


RobNJ said:
No he couldn't.

Why would you say that? I know people who could do a short drop roll and have a good chance of getting what they want. It's still CHEATING no matter which way you slice it -- the dice is a randomizer, making it non-random is cheating -- but it can be done.
 

Psion said:


Why would you say that? I know people who could do a short drop roll and have a good chance of getting what they want.
Oh, sure. As part of a cheat, I can buy that. That wasn't the sense I got from what he said, though. If it was what was meant, yeah, I'm wrong.
 

¿Do you remember Secret Doors checks, only available to non-humans? ¿And those "grade of slope" checks? I haven't seen a thing more hilarious than this.
 

Zappo said:

- wizards have a spell for any situation, but they have to know in advance which situation it's going to be and they need to have it in the book. Neither of the two is granted or even easy. If the characters have access to any spell and many days to solve any problem, then wizards become more powerful of course (just like an archer becomes more powerful if he is behind 90% cover, or a barbarian becomes more powerful if he starts the combat already in melee).

Yes, I agree that preparation time is a big factor, but unless you spend your entire life in a dungeon crawl (not saying that's bad, but unless you do) Wizards will have the time. The ability to create scrolls and wands also eases this requirement. Also, what you are arguing is class balance purely from a combat perspective. Wizards can fly, wizards can turn invisible, wizards can open any door, and if there happens to be one that they can't, they can always walk through the walls.

I don't agree that having access to most spells is difficult. The fact that wizards can copy spells from each others' books, and that they can buy scrolls to copy makes it rather easy IMO.

- wizards could create items in 2e, too, without spending XP and without spending feats.

There weren't solid rules for creating magical items in 2e. The DMG suggested requiring the wizard to acquire the last breath of a dying man, the tear of a crocodile, etc., and forge it on Mt. Doom! Creating magical items in 3e is *much* easier.

- the presence of useless feats is not a balance issue.
- the problems with certain PrCs are only a matter of the individual class and have nothing to do with the core rules
- psionics are not core

All these issues affect balance. You can talk about balance at the class level, at the feat level, at the ability score level, etc. Something is out of balance if it is so weak that no one would ever select it in favor of other choices, or so strong that everyone selects it (thus devaluating other options). Unless there is balance, variety is a waste of paper. And why restrict ourselves to the core rules? I think anything that WotC puts out should be
*balanced*.

Rangers are a *little* underpowered, and a bit too much front-loaded, and the thing with magic missile is an explicit design choice, to stay in line with the other editions (magic missile is one of the sacred cows).

My beef isn't with magic missile, it's with shocking grasp. What were they thinking? With burning hands you can hit multiple targets, don't have to get as close, and don't have to make a touch attack roll!

Those flaws still make 3e one of the best balanced RPGs around. In fact, I can't think right now at any other game which is tougher to break.

I don't know about that, but I agree it's better than previous editions, and I like it enough to use it :)

-7th
 

That's it Psion, you go too far!

Psion said:

Not perfect =/= a travesty of balance.


I never said it was a TRAVESTY of balance. Not perfect is wide open, it means anything but perfect :D If you want to nail me down, fine, I will say it's somewhere between Not quite perfect and a travesty of balance.

Oh, I've seen plenty of grousing. But like yours, most of it is relatively meaningless windage.

Just because *you* cannot perceive the meaning, does not mean it is meaningless. :P ColonelHardisson politely asked me to explain my opinion and so I have.

And those many people also blithely dismiss the role of the rangers skills and spellcasting as they advance levels.

And you have blithely dismissed my argument that a ranger's caster level is half his level, cutting the duration of his spells in half, not to mention he is only getting 4th level spells at 15th level (which means his save DC is shot), and his selection is quite limited. Furthermore, you've probably heard many people don't find spell casting within their concept of "ranger".

So? They also have to pay XP to make items. And the cost may seem paltry for 1st level spell effects/items, but it escelates rapidly.

Sorry, NON issue.

Issue. The fact that they have the option to create magical devices means they can acquire items (of their choosing) that may be inaccessable to most other classes, or at least acquire them at half price even if they are widely available. Furthermore, every book that is released adds more power to the king of spell casters. Flip through the Stronghold Builder's Guide. Notice all the new things wizards can make?

How often can you use those spells?

Well, let's see, polymorph self into a flying creature can last close to 24 hours at medium level. So one 4th level slot is worth 100 ranks in climb.

You have quite obviously never played a high level game. Even a high level wizard is in serious jeopardy when being wailed on in combat by high level fighters.

Yes, I have played a high level game. Have you ever thought about how to play a wizard? Any wizard worth his salt is going to cast Haste, Fly, and be 90 ft in the air on the first round, in addition to having contingency + stoneskin active at all times.

Just like new feats, they are new options. They still cost you, either counting against your 2 new spells/level or costing you money. Sorry, no great travesty here.

HUGE travesty! How can you downplay potential power because it costs money? If a fighter could acquire free feats by paying for training, I would say a wizard's access to infinite spells only restricted by money is a non-issue.

And this is a problem WHY? So don't choose toughness unless you need to... or you really need the points.

Because it is poor game design, and a waste of space in my player's handbook. Let's say half the spells are useless and half are good. What is the point of having the former half exist at all? By your reasoning, if half the core classes are pathetically imbalanced, just don't choose to play them. Don't fix anything, just be cheerful that every 5 pages out of 10 are being used.

Not in the least. There is a rather strict prerequisite on these feats.

If you don't see the problem with these guys, it would take far too much explanation on my part, moving right along...

I do see this as something of a problem, enough so that every time the character gains a power level I let them re-designate one of their lower level slots. Is this a travesty of balance? No. If the character was concerned about the redundancy of the power, they could have selected a different power.

You really like that word, don't you? Travesty! The don't like it, don't choose it argument is a bad one. All powers should have appeal (at least to most), otherwise there is no point in it existing.

Sorry, really beg to differ. Dragons are a well known hiccup in the CR system. But for general purposes, I find the CR system does a fairly good job. However what it won't do is adapt to your party's specific capabilities and tactics, as your black pudding example illustrates. It is not a substitute for the GM having a brain.

Psion, Black Pudding has an Intelligence of 0, a Wisdom of 1, and a move of 20'. If I made it adapt to my party's tactics, I would be accused of wholesale cheating. The party easily adapted to the pudding by out running it and going back to town for fire. CR 7 indeed.

Okay, so? Can inflict 5 points to up to 5 targets (or more on one target) at 9th level. At 5th level burning hands can inflict up to 20 points of damage to MULTIPLE targets. Not too shabby.

You miss my point. Burning hands is decent, no argument there. Shocking Grasp is a different story.

So in short, I think you are out to lunch. Is it perfect? No, but I think the idea of a perfectly balanced game is ludicrous, as too many people do too many different things, and there are too many different factors to balance around. But I think 3e comes close enough that it makes it reasonably easy to create scenarios with the proper level of challenge, unlike all editions of the D&D game that have gone before, and for that matter, most other RPGs.

And I think you are a fan boy (I hope I am using that phrase correctly). Balance can be achieved much better than it is now, and designers should strive for it instead of repeating the mantra, "it's better than it was before!"

-7th
 

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