What details do you miss from older editions?

EGG & TSR

Not having the option of playing quarter this third that and 75% some other species templated freak races (oh, and this leg came off a troll). We killed monsters instead of playing them. Now I'm GM for a zoo. I thought my group was a bunch of freaks until I started poking around the internet and discovered some of the mateless undead partial dragon "heros" of the modern age. At least my pcs belong to some sort of species (one half species exception). The half-species is reasonable, but some of these things are junkyard assemblies of parts.

At least Johnny Cash made his car out all Cadillac parts, even if they were all from different years.

A quick defense for the thing I just attacked: it's great stuff for the GM to develop new things, but in the wrong hands it makes garbage that nobody should even want to think about, let alone fantasize about.

Never having been exposed to a conversation about level 5000 characters.

I spent a lot of time over the course of 10 years building what would be an epic character & his henchmen, castle, & island. I haven't found a reasonable adaptation because he is multi-class. That's 10 years of frequent play.

Those mysterious percentile tables with subtables.

I know you asked not to mention the grittiness, but I have to. It's part of it.

I pretty much had the rules memorized, spells included. What I didn't know I could find very quickly. Now that we've degraded to decimal versions of rules I pretty much refuse to invest the time, and I'm the GM. Fortunately I have three excellent & honorable rule oriented players. They deal with that & I work on my setting (I know enough for this as needed, then I try to forget it because 3.5173399e may be just around the corner).

There are many excellent improvements to the game, but they have come at a cost.

Excellent thread topic.
 

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what's missing from 3.5?

flavor... and consequences...i liked the potential of having a fireball back blast and having lightning bolts rebound at me...i liked limits for the amount of items or wealth that certain classes could carry...paladins should tythe a % of their earnings...paying a chunk of your wealth to a patron for training and spending a month of game time learning new skills from a master (developing a contact along the way)...not having limits on lower level spells was nice although it did make some spells way to powerful...1e MR was cool...having supplements which gave campaign plot lines and backgrounds instead of another 40 feats and 20 prestige classes was wonderful...and lastly i really liked the old 1E bard and 1E/2E multiclassing! pardon me, sensitive topic and i'm ranting...hey look are those grey hairs and battle scars???

edit: one more thing...the admission that all the character classes weren't the same power level and thus the different rates of advancement for them...thieves advancing much quicker than a paladin for example...also weapon speeds and varying damages based on size of creature hit...i will stop now...still ranting
 
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Not much for me !
There was less emphasis for rules, but munchkins were already there and already trying to get every advantage they could.
I liked the priest spheres, and I liked the lines of ecology in monster books.

Aside from that, nothing rules wise. What we need most now are adventures.
 

Planescape. Come to think about it, though, I play Planescape in 3E no problem. Actually, it plays even better.
...I think I miss nothing.
 

Hmmmm... let me think.

1) Artwork: Nothing says D&D to me like the old 1E PHB and DMG. The PHB picture of the demon idol could instantly give me chills and get me in the mood to play D&D just by looking at it. Still does... :D

2) Monsters: I liked the ecologies and monster history better back then. Granted monsters have always been really nothing but cannon fodder for the DM but still it makes for a good read.

3) Class specific XP awards: I liked when Fighters got more XP for fighting, wizards got more for casting spells, thieves got more for doing thiefly things, and bards got more for pretty much anything they did.

4) Unequal Level Progression: Yes, I am sure there are numerous people who disagree with me on this one. I liked the fact that Thieves and Druids zoomed up the first several levels and left everyone else in the dust. Level progression WAS the balance in 1e & 2e... TSR didn't give each class all sorts of abilities to make them equal to each other. A 1st level Thief shouldn't be equal in combat ability to a 1st level Fighter... it isn't the focus of such a character. Unequal level progression evened it all out.

Edit: One more thing... different weapons getting bonuses or penalties to hit based upon what armor an opponent was wearing. It actually presented reasons that a Fighter might take a weapon besides the Two Handed Sword. I find in 3.5e almost every Fighter (I said ALMOST) takes the Great Sword for it's damage potential.
 
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Art and Flavor

I miss the art from 1E books. That's where I grew up gaming and that's the art that I immediately think of when someone says DnD. I also miss the flavor text that was in many of the old modules and supplements. Good stuff that was.
 

1 The para-elemental and quasi-elemental planes and the all around planar structure of the multiverse in 1E

2 The names of the outer planes in 1E (Nine Hells, Seven Heavens, Olympus, Happy Hunting Grounds, ect...)

3 The names of the of the creatures later known as outsiders in 1E (malebranche horned devils, charonadaemons, kelubar demodands, alu-demons, ect...)

4 Tiamat ruling Avernus, Geryon ruling Stygia, Moloch ruling Malbolge, Primus ruled over the modrons in Nivana, ect...

5 No one called you a berk or told you not to rattle your bone box in Concordant Opposition where the Celtic panthenon resided

6 Art by Trampier, Roslof, Dee, Easley, Parkinson, Otus, Sutherland, LaForce, Jaquays, Holloway, Elmore, ect...

7 Gygax's nomeclature, prose and witticism

8 That the system did not try to distance itself from real life history
 

The potion miscibility table.

DMG appendixes about the magical properties of herbs and gems.

The crazy encounter subtables...

...and not knowing what they meant. "Look, it's a slovenly trull!" "Kill it!"

J
 

THAC0...I miss using that word, not the actual mechanic.

Frequency level and monster decriptions beyond combat.

Al-Qadim, Spelljammer and Planescape.

Differing exp points for leveling for the various classes. I understand why this system should be better, but I liked the other one.

Non-core methods of magic item creation.

Dragonlance: before the 1,000+ novels.

Boxed Sets.
 

The experience calculation table. A fighter with straight 12's was worth less than one with straight 18's.

Classes being very different from each other. Like rangers getting 2d8, and. barbarians with double Dex and Con.

Being a fighter was a punishment. You didn't uphold your holy tenants? You killed the poor bunny for no reason? Well, now you must be a lowly... fighter!

The rules for hiring henchmen.

Segments.

Prime requisites. Any shmuck can be a paladin? Oh, no, only a rare few can be that. God, I miss prime requisites.

I'll stop before I sum up the entirety of 1E ;)
 

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