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What does AD&D 2E do better than 5E?
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<blockquote data-quote="Firwood" data-source="post: 9010915" data-attributes="member: 8345"><p>What does it do best? Simple: everything! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Obviously I have been a master/player for a long time now, having started in 1985.</p><p>In my opinion AD&D 2e is the best version of all those published. The only flaw is that the information is scattered throughout the manuals, which are not very well organised internally.</p><p>For the rest you have:</p><ul> <li data-xf-list-type="ul">well-defined and distinct classes;</li> <li data-xf-list-type="ul">to create a character doesn't take 10 hours scrabbling through talents, origins, etc. (this was especially true for 3.x);</li> <li data-xf-list-type="ul">characters are not demi-gods even at level 1. If they act stupidly, they die extremely quickly;</li> <li data-xf-list-type="ul">in AD&D it is not the setting that revolves around the characters, but the characters themselves who must immerse themselves in it;</li> <li data-xf-list-type="ul">the geographic modules are the best ever published for D&D: there are so many of them and they cover practically every aspect of settings, from Forgotten Realms to Planescape, from Red Steel to Mystara, from Greyhawk to Dragonlance, not to mention Spelljammer, Ravenloft, Lankhmar, Lendor, Conan, Diablo and others that I probably don't remember at the moment;</li> <li data-xf-list-type="ul">the three basic manuals are absolutely more than enough to play great games. If one then wants to expand the range of options, one is spoilt for choice;</li> <li data-xf-list-type="ul">NO miniatures are needed: the theatre of the mind is the master. This means a much faster pace of play and not totally focused on combat (this was also true of 3.x and especially 4e).</li> <li data-xf-list-type="ul">the preparation of adventures is much faster than in later versions, and</li> <li data-xf-list-type="ul">... if you don't want to waste time writing your own campaign, there are tons of adventures ready to be played (taking into account that you can easily use those published for D&D BECMI and AD&D 1e practically on the fly;</li> <li data-xf-list-type="ul">last but not least, the balancing of the game, so much demanded and boasted by so many, is unnecessary. As mentioned at the beginning the classes are well diversified and with unique characteristics, some are weak at the beginning and stronger as you advance, for others the reverse is true. This ensures that all participants have their space and their moment of glory during an adventure.</li> </ul><p></p><p>Ultimately, AD&D 2e allows a purely fantasy, sword & sorcery version to be played and not a superhero version disguised as fantasy.</p><p>These are obviously my very personal opinions on the game.</p></blockquote><p></p>
[QUOTE="Firwood, post: 9010915, member: 8345"] What does it do best? Simple: everything! ;):) Obviously I have been a master/player for a long time now, having started in 1985. In my opinion AD&D 2e is the best version of all those published. The only flaw is that the information is scattered throughout the manuals, which are not very well organised internally. For the rest you have: [LIST] [*]well-defined and distinct classes; [*]to create a character doesn't take 10 hours scrabbling through talents, origins, etc. (this was especially true for 3.x); [*]characters are not demi-gods even at level 1. If they act stupidly, they die extremely quickly; [*]in AD&D it is not the setting that revolves around the characters, but the characters themselves who must immerse themselves in it; [*]the geographic modules are the best ever published for D&D: there are so many of them and they cover practically every aspect of settings, from Forgotten Realms to Planescape, from Red Steel to Mystara, from Greyhawk to Dragonlance, not to mention Spelljammer, Ravenloft, Lankhmar, Lendor, Conan, Diablo and others that I probably don't remember at the moment; [*]the three basic manuals are absolutely more than enough to play great games. If one then wants to expand the range of options, one is spoilt for choice; [*]NO miniatures are needed: the theatre of the mind is the master. This means a much faster pace of play and not totally focused on combat (this was also true of 3.x and especially 4e). [*]the preparation of adventures is much faster than in later versions, and [*]... if you don't want to waste time writing your own campaign, there are tons of adventures ready to be played (taking into account that you can easily use those published for D&D BECMI and AD&D 1e practically on the fly; [*]last but not least, the balancing of the game, so much demanded and boasted by so many, is unnecessary. As mentioned at the beginning the classes are well diversified and with unique characteristics, some are weak at the beginning and stronger as you advance, for others the reverse is true. This ensures that all participants have their space and their moment of glory during an adventure. [/LIST] Ultimately, AD&D 2e allows a purely fantasy, sword & sorcery version to be played and not a superhero version disguised as fantasy. These are obviously my very personal opinions on the game. [/QUOTE]
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