Orius
Unrepentant DM Supremacist
I'm starting to feel the whole grognard pull towards the classic versions of the game.
I felt a lot of frustration last time I tried running a 3e game. I didn't have the usual problems with the game a lot of people do, namely the math. My biggest problem was the whole 3.0/3.5 split. My 3e library is pretty small and it's all 3.0. The problem is is that the whole 3.5 revision makes a mess of things. The core books aren't a big problem, since the SRDs are easily accessible, but it's the splats where the frustration started to kick in. I have some of the 3.0 splats, and some of the material in them was updated into the SRD and core books, some was updated into the 3.5 splats, and some wasn't updated at all. Trying to make sense of the mess was less than fun, and it did nothing to change my opinion that 3.5 was in large part an unwelcome cash grab (maybe it wasn't but I'm not going get into that, it's irrelevant these days anyway).
This is where 2e starts to look attractive again. I don't have a giant split in the rules do deal with from the revised rulebooks and Player's Option material vs. all the 2e material published before 1995. And there's the simple wealth of material to draw on. Where I only have 8 3.0 books, and a handful of Dragons, I have a rather extensive 2e library - core, PO, the Encyclopedia Magica and the Spell Compendiums, nearly the whole PHB splat series, the MC Annuals and various other assorted books. For settings, if I want to dive into them, I've got a good chunk of the Planescape material, the Tales of the Lance box for DL, and an assortment of the old free .pdfs that WotC used to have on their site, including a decent chunk of FR.
Of course 2e as written isn't exactly...perfect. So I'll look at some house rules to clean up some of the problems. First thing I'm going to look at is Dragon 264's "10 Ways of Playing 3e Today", or whatever the article was called, since it might have some approaches I want to use. I haven't looked at that article in years, so I don't remember most of it. I do remember how it mentioned switching to an ascending AC and replacing THAC0s with attack bonuses; I used that in my last year of 2e and it worked very well, and I'll probably keep that at least as an option. Other things I know I'm going to look at are: Exceptional Strength (as in getting rid of it), level limits for demihumans and giving a real benefit to humans, multiclassing, and proficiencies.
I felt a lot of frustration last time I tried running a 3e game. I didn't have the usual problems with the game a lot of people do, namely the math. My biggest problem was the whole 3.0/3.5 split. My 3e library is pretty small and it's all 3.0. The problem is is that the whole 3.5 revision makes a mess of things. The core books aren't a big problem, since the SRDs are easily accessible, but it's the splats where the frustration started to kick in. I have some of the 3.0 splats, and some of the material in them was updated into the SRD and core books, some was updated into the 3.5 splats, and some wasn't updated at all. Trying to make sense of the mess was less than fun, and it did nothing to change my opinion that 3.5 was in large part an unwelcome cash grab (maybe it wasn't but I'm not going get into that, it's irrelevant these days anyway).
This is where 2e starts to look attractive again. I don't have a giant split in the rules do deal with from the revised rulebooks and Player's Option material vs. all the 2e material published before 1995. And there's the simple wealth of material to draw on. Where I only have 8 3.0 books, and a handful of Dragons, I have a rather extensive 2e library - core, PO, the Encyclopedia Magica and the Spell Compendiums, nearly the whole PHB splat series, the MC Annuals and various other assorted books. For settings, if I want to dive into them, I've got a good chunk of the Planescape material, the Tales of the Lance box for DL, and an assortment of the old free .pdfs that WotC used to have on their site, including a decent chunk of FR.
Of course 2e as written isn't exactly...perfect. So I'll look at some house rules to clean up some of the problems. First thing I'm going to look at is Dragon 264's "10 Ways of Playing 3e Today", or whatever the article was called, since it might have some approaches I want to use. I haven't looked at that article in years, so I don't remember most of it. I do remember how it mentioned switching to an ascending AC and replacing THAC0s with attack bonuses; I used that in my last year of 2e and it worked very well, and I'll probably keep that at least as an option. Other things I know I'm going to look at are: Exceptional Strength (as in getting rid of it), level limits for demihumans and giving a real benefit to humans, multiclassing, and proficiencies.