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What was so bad about the Core 2e rules? Why is it the red-headed stepchild of D&D?
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<blockquote data-quote="WheresMyD20" data-source="post: 4594019" data-attributes="member: 60772"><p>Thoughts on 2e:</p><p></p><p>- I really like the fact that the monk and assassin classes were removed.</p><p></p><p>- Demi-human level limits are sky-high, which make humans clearly the weakest PC race. I rarely saw human PCs in 2e campaigns.</p><p></p><p>- Bards cast more damaging fireballs and lightning bolts than magic-users of equal experience points. This gets really distorted in high-level play (which our group did a lot of). When a bard achieves 20d6 fireballs, a magic-user is casting 15d6 fireballs.</p><p></p><p>EDIT: Yeah, I forgot about the 10d6 cap on fireballs in 2e (the group I played in never used the damage caps). Still, the point remains that bards have a higher spellcasting level than a mage with equal experience points. This means that any spell that varies by level will be more powerful if cast by a bard than a mage.</p><p></p><p>- I think that priests of specific mythoi are too open-ended for the player's handbook. I'd prefer them in the DMG along with plenty of well-balanced examples. I'd like to see only the basic cleric and druid in the player's handbook.</p><p></p><p>- I generally like the redesign of the ranger.</p><p></p><p>- I like the fact that psionics were removed from the core rules.</p><p></p><p>- I greatly prefer the gritty, sword-and-sorcery feel of 1e over the more colorful high-fantasy feel of 2e. I especially dislike the renaming of the demons and devils.</p><p></p><p>- The Gygaxian prose of 1e adds a lot of flavor that is missing in 2e.</p><p></p><p>Overall, when I run AD&D, I prefer to run 1e while incorporating some of the good ideas of 2e.</p></blockquote><p></p>
[QUOTE="WheresMyD20, post: 4594019, member: 60772"] Thoughts on 2e: - I really like the fact that the monk and assassin classes were removed. - Demi-human level limits are sky-high, which make humans clearly the weakest PC race. I rarely saw human PCs in 2e campaigns. - Bards cast more damaging fireballs and lightning bolts than magic-users of equal experience points. This gets really distorted in high-level play (which our group did a lot of). When a bard achieves 20d6 fireballs, a magic-user is casting 15d6 fireballs. EDIT: Yeah, I forgot about the 10d6 cap on fireballs in 2e (the group I played in never used the damage caps). Still, the point remains that bards have a higher spellcasting level than a mage with equal experience points. This means that any spell that varies by level will be more powerful if cast by a bard than a mage. - I think that priests of specific mythoi are too open-ended for the player's handbook. I'd prefer them in the DMG along with plenty of well-balanced examples. I'd like to see only the basic cleric and druid in the player's handbook. - I generally like the redesign of the ranger. - I like the fact that psionics were removed from the core rules. - I greatly prefer the gritty, sword-and-sorcery feel of 1e over the more colorful high-fantasy feel of 2e. I especially dislike the renaming of the demons and devils. - The Gygaxian prose of 1e adds a lot of flavor that is missing in 2e. Overall, when I run AD&D, I prefer to run 1e while incorporating some of the good ideas of 2e. [/QUOTE]
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What was so bad about the Core 2e rules? Why is it the red-headed stepchild of D&D?
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