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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="Dausuul" data-source="post: 4594623" data-attributes="member: 58197"><p>That's probably the one thing that really irritated me, and still does, about 2E. Even today, the legacy names continue to cling to the cosmology ("Nine Hells of Baator") and the fiendish races ("baatezu," "tanar'ri," "yugoloths," "tieflings"). And every time I see them, they make me twitch with annoyance. Still, with the exception of tieflings, they've receded enough into the background that one can mostly ignore them, and I've gotten used to tieflings.</p><p></p><p>Other than that, I think my only complaint about 2E as such was that it lacked some of the quirky flavor of 1E - not in the rules, but in the presentation. 1E had all those funny little cartoons in the Player's Handbook, for example. I'm sure a lot of folks remember the one with the fighter cowering in terror in the wizard's arms at the approach of a rust monster, or the one with the PCs in Mickey Mouse ears sneaking into a wererat temple.</p><p></p><p>And 1E had, for my money, the best book covers of any edition. I'm thinking of the classic Player's Handbook picture with the thieves prying the ruby eye out of the idol; the DMG with the wizard in green robes throwing open the doors; and the Manual of the Planes with the astral dreadnought reaching up out of the lunatic void.</p><p></p><p>(Of course, 1E also had the crappiest book covers of any edition. Monster Manual, I'm lookin' at you.)</p><p></p><p></p><p></p><p>This is true to some degree, but I would say the change didn't really get going until 3E. 2E still retained a lot of the medieval look and feel. It had begun to shift, but only slightly. 3E was the edition that brought in the "dungeonpunk" look and the grossly disproportionate elements.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4594623, member: 58197"] That's probably the one thing that really irritated me, and still does, about 2E. Even today, the legacy names continue to cling to the cosmology ("Nine Hells of Baator") and the fiendish races ("baatezu," "tanar'ri," "yugoloths," "tieflings"). And every time I see them, they make me twitch with annoyance. Still, with the exception of tieflings, they've receded enough into the background that one can mostly ignore them, and I've gotten used to tieflings. Other than that, I think my only complaint about 2E as such was that it lacked some of the quirky flavor of 1E - not in the rules, but in the presentation. 1E had all those funny little cartoons in the Player's Handbook, for example. I'm sure a lot of folks remember the one with the fighter cowering in terror in the wizard's arms at the approach of a rust monster, or the one with the PCs in Mickey Mouse ears sneaking into a wererat temple. And 1E had, for my money, the best book covers of any edition. I'm thinking of the classic Player's Handbook picture with the thieves prying the ruby eye out of the idol; the DMG with the wizard in green robes throwing open the doors; and the Manual of the Planes with the astral dreadnought reaching up out of the lunatic void. (Of course, 1E also had the crappiest book covers of any edition. Monster Manual, I'm lookin' at you.) This is true to some degree, but I would say the change didn't really get going until 3E. 2E still retained a lot of the medieval look and feel. It had begun to shift, but only slightly. 3E was the edition that brought in the "dungeonpunk" look and the grossly disproportionate elements. [/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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