This is a multi-edition post.
I've played AD&D 1E, AD&D 2E, and a d20 D&D 3.5 based game extensively. I'll say that I really enjoy all three of those editions of the game. My favorite is the Conan RPG (based on 3.5), but I could easily play standard D&D 3.5 or either of the AD&D games and have a blast.
I'd probably like 4E, too, if I ever gave it a shot (Why? I've got tons of rule systems. I don't see any reason to pick up another.)
There is one thing I miss, though, that began in AD&D and became stronger in AD&D 2E, but was then dropped by the time 3rd edition rolled around.
What am I talking about?
Those little rules that they took out to streamline the game (?), or, for whatever reason, became missing after 2E.
What rules.
Remember in 2E there was this nifty chart that gave weapons certain modifiers vs. certain types armor? AD&D 1E had a chart like this in the PHB, too, but it was implemented a bit differently.
I miss those!
That rule gave you a reason to use a mace over a longsword. The long sword might do more damage, but blunt weapons tended to hit more often due to that chart's modifiers!
So, you might have a +2 to hit chainmail with your mace and do 1d6 damage. Your buddy with the longsword would do 1d8 damage, but he's -2 to hit vs. chain.
That was a neat little rule.
It also gave some credence between scale, splint, bronze plate, and such, since each had different modifiers for pointed, edged, and blunt weapons.
I do, in deed, miss that rule.
Another rule I miss from 2E? Rate Of Fire. Man, in the right hands, someone with darts could do some real damage. They only did 1d3, but you got 3 attacks every round! If you had a STR bonus, that applied. Darts became viable weapons.
Reduce 'em to 1 attack per round, and...yeah...why would anyone ever go with a dart?
OK, a third rule I miss: Speed Factors. SF's were handled differently in 1E, but in 2E, your weapon's SF adjusted your nish. Bigger, heavier weapons had big SF's, making the guy with the dagger tend to go much earlier than the guy with the two handed sword.
There were a couple of problems with the 2E implementation of SF's. That's probably why they too them out.
But, man, it sure made sense that some dude with a big, honkin' weapon would most likely go late in the round, swinging that big bad boy around.
And then in 1E AD&D, there was a neat little rule, too. You rolled 1d6 for initiative. No modifiers were allowed (except for bows). When you had a tie (which came up fairly often when rolling 1d6 for each side), you compared the speed factor number of each combatant's weapon. This was how 1E implemented "speed factors". If one weapon had a SF of half that of the other (or 5 less as well...my memory is a bit hazy on the details), teh smaller weapon got an extra attack that round.
Thus, taking a dagger to a 1E fight wasn't that bad of an idea. The guy with the two handed sword, going late in the round, still had a huge edge on you (as it should be, dagger vs. two-hander), but if the dagger boy got lucky, he'd roll a tie on initiative and then get in one, maybe two, extra attacks for free.
I'm kinda sorry they took some of this stuff out.
What about you guys? Are there things you miss that have been discarded from D&D as the editions change?
I've played AD&D 1E, AD&D 2E, and a d20 D&D 3.5 based game extensively. I'll say that I really enjoy all three of those editions of the game. My favorite is the Conan RPG (based on 3.5), but I could easily play standard D&D 3.5 or either of the AD&D games and have a blast.
I'd probably like 4E, too, if I ever gave it a shot (Why? I've got tons of rule systems. I don't see any reason to pick up another.)
There is one thing I miss, though, that began in AD&D and became stronger in AD&D 2E, but was then dropped by the time 3rd edition rolled around.
What am I talking about?
Those little rules that they took out to streamline the game (?), or, for whatever reason, became missing after 2E.
What rules.
Remember in 2E there was this nifty chart that gave weapons certain modifiers vs. certain types armor? AD&D 1E had a chart like this in the PHB, too, but it was implemented a bit differently.
I miss those!
That rule gave you a reason to use a mace over a longsword. The long sword might do more damage, but blunt weapons tended to hit more often due to that chart's modifiers!
So, you might have a +2 to hit chainmail with your mace and do 1d6 damage. Your buddy with the longsword would do 1d8 damage, but he's -2 to hit vs. chain.
That was a neat little rule.
It also gave some credence between scale, splint, bronze plate, and such, since each had different modifiers for pointed, edged, and blunt weapons.
I do, in deed, miss that rule.
Another rule I miss from 2E? Rate Of Fire. Man, in the right hands, someone with darts could do some real damage. They only did 1d3, but you got 3 attacks every round! If you had a STR bonus, that applied. Darts became viable weapons.
Reduce 'em to 1 attack per round, and...yeah...why would anyone ever go with a dart?
OK, a third rule I miss: Speed Factors. SF's were handled differently in 1E, but in 2E, your weapon's SF adjusted your nish. Bigger, heavier weapons had big SF's, making the guy with the dagger tend to go much earlier than the guy with the two handed sword.
There were a couple of problems with the 2E implementation of SF's. That's probably why they too them out.
But, man, it sure made sense that some dude with a big, honkin' weapon would most likely go late in the round, swinging that big bad boy around.
And then in 1E AD&D, there was a neat little rule, too. You rolled 1d6 for initiative. No modifiers were allowed (except for bows). When you had a tie (which came up fairly often when rolling 1d6 for each side), you compared the speed factor number of each combatant's weapon. This was how 1E implemented "speed factors". If one weapon had a SF of half that of the other (or 5 less as well...my memory is a bit hazy on the details), teh smaller weapon got an extra attack that round.
Thus, taking a dagger to a 1E fight wasn't that bad of an idea. The guy with the two handed sword, going late in the round, still had a huge edge on you (as it should be, dagger vs. two-hander), but if the dagger boy got lucky, he'd roll a tie on initiative and then get in one, maybe two, extra attacks for free.
I'm kinda sorry they took some of this stuff out.
What about you guys? Are there things you miss that have been discarded from D&D as the editions change?