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What does AD&D 2E do better than 5E?
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<blockquote data-quote="Retreater" data-source="post: 9012632" data-attributes="member: 42040"><p>I've skipped reading all the previous responses to answer the OP without any influence on my memories.</p><ul> <li data-xf-list-type="ul">Richly detailed campaign settings that exhibited great originality and uniqueness.</li> <li data-xf-list-type="ul">The 2e psionics system was a skill-based magic system that encouraged creative problem-solving.</li> <li data-xf-list-type="ul">Priests of specific mythoi and specialty wizards felt unique, flavorful, and full of character.</li> <li data-xf-list-type="ul">Fewer modifiers and smaller numbers kept the game from feeling too bloated.</li> <li data-xf-list-type="ul">The monster manual was packed with numerous creatures, including Morale, Numbers Encountered, and Natural Habit to give them lives outside of combat stats.</li> <li data-xf-list-type="ul">Not all the art was better, but some of those oil paintings were very evocative. The line art could also be flavorful. When D&D wasn't just a "life style brand" with a set artistic style, it showed more diversity to better capture that each of us applied our own imaginations - instead of a corporate trade dress.</li> <li data-xf-list-type="ul">The novel tie-ins did more to build a world than any multimedia marketing blitz I've seen in the WotC era.</li> <li data-xf-list-type="ul">Sometimes you just want a 32-page adventure (or Dungeon magazine side trek) instead of a level 1-13 mega campaign adventure.</li> <li data-xf-list-type="ul">The "green" books connected the game to real world historical periods and mythology. There were many "D&Ds" back then, not just the standard "D&D" experience. </li> <li data-xf-list-type="ul">Yes, the kits were badly balanced, but I enjoyed these class-featured books. For example, I was typically the thief in the group, so that book appealed to me. Not just for class features, but also getting expanded equipment, advice for how to play the class, etc. </li> <li data-xf-list-type="ul">Boxed sets felt like an adventure of discovery as we delved into their variety of contents. You can't get that in a book.</li> <li data-xf-list-type="ul">I didn't have social media and message boards to make me feel as jaded about the hobby. </li> <li data-xf-list-type="ul">Theatre of the mind was okay back then (for our group). 3.x/PF and 4E robbed my groups of that. I don't think we're ever going back now.</li> <li data-xf-list-type="ul">Sentient magic items.</li> <li data-xf-list-type="ul">Cursed magic items.</li> <li data-xf-list-type="ul">Lingering magical effects (i.e. Mummy Rot) that would impact characters long-term (or short term, if they died, obviously).</li> <li data-xf-list-type="ul">Mystery about how to defeat foes, often based on folklore (you can't just drop a creature to 0 hp and that be enough)</li> <li data-xf-list-type="ul">Spells like Hold Person didn't end after a single round.</li> <li data-xf-list-type="ul">Requirements to qualify for specialized classes - so that a paladin (for example) was rare and special. </li> <li data-xf-list-type="ul">Challenging traps and hazards - with no Passive Perception "auto-pass"</li> <li data-xf-list-type="ul">Disrupting spellcasting</li> <li data-xf-list-type="ul">Spell components</li> <li data-xf-list-type="ul">Rolling to learn spells</li> <li data-xf-list-type="ul">System Shock/Resurrection Survival </li> <li data-xf-list-type="ul">Jennell Jacquays' Campaigns and Catacombs Guide is still one of the best DM books I've ever read. </li> </ul></blockquote><p></p>
[QUOTE="Retreater, post: 9012632, member: 42040"] I've skipped reading all the previous responses to answer the OP without any influence on my memories. [LIST] [*]Richly detailed campaign settings that exhibited great originality and uniqueness. [*]The 2e psionics system was a skill-based magic system that encouraged creative problem-solving. [*]Priests of specific mythoi and specialty wizards felt unique, flavorful, and full of character. [*]Fewer modifiers and smaller numbers kept the game from feeling too bloated. [*]The monster manual was packed with numerous creatures, including Morale, Numbers Encountered, and Natural Habit to give them lives outside of combat stats. [*]Not all the art was better, but some of those oil paintings were very evocative. The line art could also be flavorful. When D&D wasn't just a "life style brand" with a set artistic style, it showed more diversity to better capture that each of us applied our own imaginations - instead of a corporate trade dress. [*]The novel tie-ins did more to build a world than any multimedia marketing blitz I've seen in the WotC era. [*]Sometimes you just want a 32-page adventure (or Dungeon magazine side trek) instead of a level 1-13 mega campaign adventure. [*]The "green" books connected the game to real world historical periods and mythology. There were many "D&Ds" back then, not just the standard "D&D" experience. [*]Yes, the kits were badly balanced, but I enjoyed these class-featured books. For example, I was typically the thief in the group, so that book appealed to me. Not just for class features, but also getting expanded equipment, advice for how to play the class, etc. [*]Boxed sets felt like an adventure of discovery as we delved into their variety of contents. You can't get that in a book. [*]I didn't have social media and message boards to make me feel as jaded about the hobby. [*]Theatre of the mind was okay back then (for our group). 3.x/PF and 4E robbed my groups of that. I don't think we're ever going back now. [*]Sentient magic items. [*]Cursed magic items. [*]Lingering magical effects (i.e. Mummy Rot) that would impact characters long-term (or short term, if they died, obviously). [*]Mystery about how to defeat foes, often based on folklore (you can't just drop a creature to 0 hp and that be enough) [*]Spells like Hold Person didn't end after a single round. [*]Requirements to qualify for specialized classes - so that a paladin (for example) was rare and special. [*]Challenging traps and hazards - with no Passive Perception "auto-pass" [*]Disrupting spellcasting [*]Spell components [*]Rolling to learn spells [*]System Shock/Resurrection Survival [*]Jennell Jacquays' Campaigns and Catacombs Guide is still one of the best DM books I've ever read. [/LIST] [/QUOTE]
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