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What was wrong with 2e?
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<blockquote data-quote="billd91" data-source="post: 5951353" data-attributes="member: 3400"><p>Add me to the line of people saying there was nothing inherently wrong with 2e as a whole. It's an excellent game, enhanced by the fact that you could use pretty much anything from 1e with it to smooth over any places where 2e didn't improve on the game.</p><p></p><p>Things in 2e that didn't work as well as intended:</p><ul> <li data-xf-list-type="ul"> The ranger. He had a lot of conditional powers compared to the paladin but was on the same XP schedule. He picked up the odd 2-weapon flavor which was actually quite limiting. His species enemy power was terribly limited compared to 1e. They had to nerf the hell out of the tracking non-weapon proficiency to make the ranger the most competent at it. He lost his ability to foil surprises better than most other PCs.</li> <li data-xf-list-type="ul"> The bard, similar to the ranger, was a little too based on conditional power to influence people. The power to influence people should have been better than just moving them one level on the reaction tables. His skills were also a bit on the weak side.</li> <li data-xf-list-type="ul"> Specialty priests were very cool but the organization of spheres needed some work. By casting the druid into this structure, they hurt the druid. Individual spell lists ended up working much better for druids. Some substantial work went into this later in the release that help a lot.</li> <li data-xf-list-type="ul"> They removed cash value from magic items, saying there was no market for them. That's just taking a normative stand on the game way too far. Fortunately, since the resources were compatible, the 1e DMG tables came to the rescue.</li> <li data-xf-list-type="ul"> Kits in the Complete X Handbooks were another good idea, not always well executed. Some were weak, some were "power kits". I think this was partly a symptom of them being new and previously untried. It was also a symptom of the philosophical approach to RPGs - that social interaction rules would be used and could significantly balance other mechanics. In some ways, I want that to be correct and true, in other ways, I know it doesn't work out that way.</li> </ul><p></p><p></p><p>Overall 2e is a fine game. I'd play it again. If 5e were significantly based on 2d, I'd be reasonably happy with the idea.</p></blockquote><p></p>
[QUOTE="billd91, post: 5951353, member: 3400"] Add me to the line of people saying there was nothing inherently wrong with 2e as a whole. It's an excellent game, enhanced by the fact that you could use pretty much anything from 1e with it to smooth over any places where 2e didn't improve on the game. Things in 2e that didn't work as well as intended: [list] [*] The ranger. He had a lot of conditional powers compared to the paladin but was on the same XP schedule. He picked up the odd 2-weapon flavor which was actually quite limiting. His species enemy power was terribly limited compared to 1e. They had to nerf the hell out of the tracking non-weapon proficiency to make the ranger the most competent at it. He lost his ability to foil surprises better than most other PCs. [*] The bard, similar to the ranger, was a little too based on conditional power to influence people. The power to influence people should have been better than just moving them one level on the reaction tables. His skills were also a bit on the weak side. [*] Specialty priests were very cool but the organization of spheres needed some work. By casting the druid into this structure, they hurt the druid. Individual spell lists ended up working much better for druids. Some substantial work went into this later in the release that help a lot. [*] They removed cash value from magic items, saying there was no market for them. That's just taking a normative stand on the game way too far. Fortunately, since the resources were compatible, the 1e DMG tables came to the rescue. [*] Kits in the Complete X Handbooks were another good idea, not always well executed. Some were weak, some were "power kits". I think this was partly a symptom of them being new and previously untried. It was also a symptom of the philosophical approach to RPGs - that social interaction rules would be used and could significantly balance other mechanics. In some ways, I want that to be correct and true, in other ways, I know it doesn't work out that way.[/list] Overall 2e is a fine game. I'd play it again. If 5e were significantly based on 2d, I'd be reasonably happy with the idea. [/QUOTE]
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