I don't think I did.You just agreed with him all the way down.
I don't think I did.You just agreed with him all the way down.
To be fair, that was always a problem with rangers--they were built for the wilderness, not the city. But LU rangers do have a variety of abilities that are useful in a civilization. And anyway, this would be a good case for telling the players that you are planning a game that spends a lot of time in a city, so they should take that into consideration when they choose their class.Finally, I'm a little concerned that Exploration needs to be a near-constant presence, or the classes and options that rely on it become unviable. I.e., if my campaign structure is that levels 1-2 are in a town, levels 3-4 are exploration outside, levels 5-6 are in a big city, etc, does playing a Ranger or taking any knacks that focus on exploration make sense? Maybe, maybe not, but it's a concern and potentially exerts a lot of force over how I have to think about arcs, etc.
I think you’re conflating “exploration pillar” with “wilderness”. You can explore dungeons and cities.
- Finally, I'm a little concerned that Exploration needs to be a near-constant presence, or the classes and options that rely on it become unviable. I.e., if my campaign structure is that levels 1-2 are in a town, levels 3-4 are exploration outside, levels 5-6 are in a big city, etc, does playing a Ranger or taking any knacks that focus on exploration make sense? Maybe, maybe not, but it's a concern and potentially exerts a lot of force over how I have to think about arcs, etc.
I say this after most Kickstarters.I may have hosed myself with this kickstarter.
Just out of curiosity: what made those editions so great in your opinion?There were a lot of facets of LU that interested me at the outset, so I dove in. But almost at exactly the same time, I got heavily re-involved with AD&D and 2E AD&D and quickly rediscovered what made those editions so great in the first place, and how, in many ways, they kick the snot out of 5E (and by extension, LU).
I know you weren't asking me directly - but here's my take.Just out of curiosity: what made those editions so great in your opinion?
(though I should say that as much as A5E fleshed out exploration, they similarly abandoned any guidance on social encounters. I was really disappointed by Trials & Treasures when the only guidance for social encounters was a list of traits an NPC might have.
The simplicity in character creation and leveling up (usually less than ten minutes for either), the simplicity in NPC creation, (especially random encounters on the fly), the lethality of the game in terms of un-nerfed monsters with save-or-die threats, and spells whose effects could last in terms of weeks or months, and not be shrugged off with a save at the beginning of each round. Everything you want to do with a character in later editions you can do in the earlier ones, and you aren't limited. Same thing with backgrounds. Any outlandish act can be accomplished with a called shot, an attribute check, or something similar- it doesn't require feats or skills. And the lack of skills necessitates actual roleplaying, not players just yawning, and rolling the dice against a skill to do something like intimidate or bluff a foe. I also like the fact that combat is streamlined and faster, as players and monsters both have fewer hit points. Combat rounds with five or six players around the table don't take a half hour to resolve, due to players flipping through pages of skills and feats that allow multiple attacks and effects in a single six second round. In 2E, despite a combat round being 1minute, a table of a half dozen players can resolve the round usually in less than ten minutes, sometimes a lot faster in a cut-and-dry situation.Just out of curiosity: what made those editions so great in your opinion?
I did start playing with 2e a very long while ago, and absolutely loved it. There's some aspects of that edition that I feel were special and in some way have been lost in modern edition, but at the same time modern games' mecanichs and several design choices are just plainly better. Maybe that's because game design evolved a lot, technically, and it did improve.
But my question is genuine: what do you feel 2e has that makes it so special?