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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="mxyzplk" data-source="post: 4595444" data-attributes="member: 16450"><p>My group loved 2e and moved straight to it from 1e not looking back (except to use all those great 1e adventures). For us it hit a happy medium. The rules were simple enough you could easily house-rule some, but not need to do it all the time to make anything work. In terms of sheer tonnage, I have more 2e gear than any other edition. I'm not sure you could really call it story-oriented, but it was more conducive to longer campaigns - I ran a single same-characters campaign for 5 years under 2e. </p><p></p><p>I really liked the further evolution of the changes when 3e initially came out (we had already evolved skills and multiclassing on our own out of necessity), but as it grew it become way too unwieldy. I think the 3e and especially 3.3e splatbooks added way more suck than the 2e splatbooks. People complain about the kits et al. but go back and read them. They're about 1/5 the power of any given 3.5e prestige class, and added some much needed variety.</p><p></p><p>Recently I tried to play some C&C for that 1e retro experience, and it was just *too* constraining. Every character is just like every other of its class. I got frustrated quickly - a one shot was fine but as we went on I realized it was just not going to be as dynamic as I'd grown used to.</p><p></p><p>The 2e MM - bad stuff. Book quality I found OK; I had to buy slipcovers to keep my 1e books together. Kicking out Gary - I wasn't into "the scene" so didn't know about any of that. Changing the names of demons/devils - annoying but trivial to ignore.</p></blockquote><p></p>
[QUOTE="mxyzplk, post: 4595444, member: 16450"] My group loved 2e and moved straight to it from 1e not looking back (except to use all those great 1e adventures). For us it hit a happy medium. The rules were simple enough you could easily house-rule some, but not need to do it all the time to make anything work. In terms of sheer tonnage, I have more 2e gear than any other edition. I'm not sure you could really call it story-oriented, but it was more conducive to longer campaigns - I ran a single same-characters campaign for 5 years under 2e. I really liked the further evolution of the changes when 3e initially came out (we had already evolved skills and multiclassing on our own out of necessity), but as it grew it become way too unwieldy. I think the 3e and especially 3.3e splatbooks added way more suck than the 2e splatbooks. People complain about the kits et al. but go back and read them. They're about 1/5 the power of any given 3.5e prestige class, and added some much needed variety. Recently I tried to play some C&C for that 1e retro experience, and it was just *too* constraining. Every character is just like every other of its class. I got frustrated quickly - a one shot was fine but as we went on I realized it was just not going to be as dynamic as I'd grown used to. The 2e MM - bad stuff. Book quality I found OK; I had to buy slipcovers to keep my 1e books together. Kicking out Gary - I wasn't into "the scene" so didn't know about any of that. Changing the names of demons/devils - annoying but trivial to ignore. [/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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