What do you miss from the good ol' days?


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I miss Weapon Speed which was an excellent balancing mechanic to add value for those who use smaller, lighter weapons vs. big slow high damage weapons.
I miss almost never needing to look up rules in the book because I pretty much knew them by heart.
I love minis and have used them from AD&D to the present day, but I liked it when the rules focused less on them. Combat in the current edition seems to focused on moving x amount of squares and tumbling y amount to avoid attacks of opportunity and to gain flanking. It does at times seem to mirror chess more than the DnD I grew up playing in the early 80s.

Ultimatly though the only edition I play these day is 3.5 and it gets the job done well enough that I have never felt the need to dig out my old books and look for people interested in the first edition.

* I almost forgot I really miss being able to whip up npcs in mere minutes. The process is very time consuming in the current edition.
 
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Hiring an NPC assassin to take out the PC of another player.
Killing Hera (yup, the goddess).
Killing 300 sailors at once by hacking out the bottom of their warship (ring of water breathing).
Razing a village.

aaah .. good memories.
 


I don't really miss much from AD&D, although every now and again I get the urge to run a light-hearted session using all the fiddly bits from AD&D, including Bend Bars/Lift Gates checks and other stuff that never really came up in my sessions.

I do miss some aspects from classic D&D, though. Particularly the clear division between stages in an adventurer's career. I liked the emphasis on the progression of an adventurer as the game moved from dungeon crawling (basic) to wilderness exploration (expert) to rulership (companion) to world-hopping (master) to godhood itself (immortal). Most of all, I miss the Rules Cyclopedia, because having just one rulebook needed to run D&D was awesome.

That said, most of what I miss about older editions can be used in 3e. The progression of adventuring styles is easy enough to manufacture in most games, although it would be nice to see more support for non-dungeon crawling adventures from WotC. The one rulebook thing is harder to manage, but can be somewhat achieved by using select printings from the SRD to complement the Player's Handbook.
 

Morale Rules. One of the best ideas in the game and I have no idea why they got dropped. We have all sorts of social mechanics, but no mechanics to determine when that wounded critter runs away.
 

I miss crazy dungeon features like altars that grant you a free magic item or swallow your character's soul based on a random die roll.
I miss "name level".
I miss the the days when players didn't back talk--The DM was always right. Sheesh! Players these days!

Most of all I miss the expedition feel: When we made 8-9 simple characters and we knew half of them would not be coming home. When we purchased rope and ten-foot poles, dozens of caltrops and pitons and gallons of lamp oil and holy water and donkeys to carry all that crap. And when we returned, laden with treasure, to build our keeps and wizard towers and thieves' guilds only to have them taken from us by treacherous NPCs and evil neighboring barons.
 



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