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General Tabletop Discussion
*Dungeons & Dragons
what is it about 2nd ed that we miss?
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<blockquote data-quote="RotGrub" data-source="post: 6851622" data-attributes="member: 6777078"><p>All the great campaign settings are a huge draw for 2e. In addition, some of the best modules and dungeon magazine adventures were written during that era. 2e also has the highest published monster count of any edition, and they are not just stat blocks either. </p><p></p><p>Now, as far as mechanics go I like rolling under for prof/ability checks. It's simple and easy to remember. There is no need for a DC chart at all because a modifier is all that's ever needed. </p><p></p><p>Off the top of my head, I like Low hit point totals, non-coddling healing and resting rules (I hate 4e and 5e rules in that regard), 0 hp is dead (which is much quicker and simpler than death saves, heck even the optional -10 JP rule is simple), kits and classes had actual hindrances and penalties, spells are far more balanced than 3e versions and not gutted like they are in 5e, the 6 ability scores had more meaning since each ability score supported several modifiers, the prof system was far more granular which allowed everyone to contribute in a unique way( not just the usual suspects all the freaking time), healing magic is required (yes I think that's a good thing), there are no sorcerers, you didn't automatically gain new wizard spells when you leveled, no stat increases when leveling, kits emphasized role playing over power gaming, min/maxing was directly rebuked in the DMG, there are no stupid eye rolling mechanics like shared actions or non-magical healing. There was only one item in 2e that required Attunement and that was the Ring of Sustenance. </p><p></p><p>That's not to say there isn't also a bunch of crap in 2e, but some things just didn't need fixing in subsequent editions.</p></blockquote><p></p>
[QUOTE="RotGrub, post: 6851622, member: 6777078"] All the great campaign settings are a huge draw for 2e. In addition, some of the best modules and dungeon magazine adventures were written during that era. 2e also has the highest published monster count of any edition, and they are not just stat blocks either. Now, as far as mechanics go I like rolling under for prof/ability checks. It's simple and easy to remember. There is no need for a DC chart at all because a modifier is all that's ever needed. Off the top of my head, I like Low hit point totals, non-coddling healing and resting rules (I hate 4e and 5e rules in that regard), 0 hp is dead (which is much quicker and simpler than death saves, heck even the optional -10 JP rule is simple), kits and classes had actual hindrances and penalties, spells are far more balanced than 3e versions and not gutted like they are in 5e, the 6 ability scores had more meaning since each ability score supported several modifiers, the prof system was far more granular which allowed everyone to contribute in a unique way( not just the usual suspects all the freaking time), healing magic is required (yes I think that's a good thing), there are no sorcerers, you didn't automatically gain new wizard spells when you leveled, no stat increases when leveling, kits emphasized role playing over power gaming, min/maxing was directly rebuked in the DMG, there are no stupid eye rolling mechanics like shared actions or non-magical healing. There was only one item in 2e that required Attunement and that was the Ring of Sustenance. That's not to say there isn't also a bunch of crap in 2e, but some things just didn't need fixing in subsequent editions. [/QUOTE]
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what is it about 2nd ed that we miss?
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