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Something 3E and 4E lost (that 2E had)
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<blockquote data-quote="Lancelot" data-source="post: 5019954" data-attributes="member: 30022"><p>Based on the thread title alone, I came in here expecting to see something about "Rich Campaign Worlds".</p><p></p><p>That, for me, is the <strong>only </strong>thing that 2e had going for it. The 2e material for Planescape, Dark Sun, Birthright, Ravenloft, etc... there's just no comparison in 3e or 4e. I was never that into Ravenloft, but I've got a couple of the boxed sets with the huge poster maps... and the Tarokka cards... and the 100-page books that are nearly all descriptive fluff to immerse you in the world...</p><p></p><p>You can talk about Freeport, or Golarion (Pathfinder), or Eberron... but none of those settings have the innovative artwork, creative design, or sheer wackiness of a 2e Spelljammer, Dark Sun or Planescape.</p><p></p><p>Of course, everything else about 2e was <strong>terrible</strong>. The rules blew, the business model sucked (...the diversity of the campaign worlds helped sink the company's profits...), and the "configurable" options helped destroy what little game balance existed. </p><p></p><p>When I started reading the thread and saw the praise for the 2e DMG's rules on creating character classes, it caused me to throw up in my mouth a little. I intensely disliked the 2e DMG, and never got a good result from those "guidelines". And, as other posters have pointed out, I don't see them as unique to 2e. </p><p></p><ul> <li data-xf-list-type="ul">3e's multiclassing rules (by far the most complex and detailed of any version) allow some extremely wiggy combinations, and the insane plethora of base and prestige classes released for 3e give plenty of guidance on how to create new ones.</li> <li data-xf-list-type="ul">Likewise, 4e has provided more design tools than any previous version (traps, skill challenges, monster design, encounter balance, etc, etc). There's a ton of material in the DMG and DMG2 to promote the sort of creative juices you've mentioned.</li> </ul><p>Oh, but the 2e campaign worlds... sigh. Glorious stuff.</p></blockquote><p></p>
[QUOTE="Lancelot, post: 5019954, member: 30022"] Based on the thread title alone, I came in here expecting to see something about "Rich Campaign Worlds". That, for me, is the [B]only [/B]thing that 2e had going for it. The 2e material for Planescape, Dark Sun, Birthright, Ravenloft, etc... there's just no comparison in 3e or 4e. I was never that into Ravenloft, but I've got a couple of the boxed sets with the huge poster maps... and the Tarokka cards... and the 100-page books that are nearly all descriptive fluff to immerse you in the world... You can talk about Freeport, or Golarion (Pathfinder), or Eberron... but none of those settings have the innovative artwork, creative design, or sheer wackiness of a 2e Spelljammer, Dark Sun or Planescape. Of course, everything else about 2e was [B]terrible[/B]. The rules blew, the business model sucked (...the diversity of the campaign worlds helped sink the company's profits...), and the "configurable" options helped destroy what little game balance existed. When I started reading the thread and saw the praise for the 2e DMG's rules on creating character classes, it caused me to throw up in my mouth a little. I intensely disliked the 2e DMG, and never got a good result from those "guidelines". And, as other posters have pointed out, I don't see them as unique to 2e. [LIST] [*]3e's multiclassing rules (by far the most complex and detailed of any version) allow some extremely wiggy combinations, and the insane plethora of base and prestige classes released for 3e give plenty of guidance on how to create new ones. [*]Likewise, 4e has provided more design tools than any previous version (traps, skill challenges, monster design, encounter balance, etc, etc). There's a ton of material in the DMG and DMG2 to promote the sort of creative juices you've mentioned. [/LIST] Oh, but the 2e campaign worlds... sigh. Glorious stuff. [/QUOTE]
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