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What was wrong with 2e?
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<blockquote data-quote="GhostBear" data-source="post: 5951423" data-attributes="member: 6667527"><p>The inconsistent multi-classing / dual-classing / etc rules were terrible and utterly random. The inconsistent XP Table was also strange, as was THAC0. Class restrictions based on race always irked me - my group threw them out long ago.</p><p></p><p>I also didn't like the completely inconsistent table for strength. You had 1, 2, [...] 16, 17, 18/01, 18/02, 18/03 [..] 18/00, then 19. What? Completely inconsistent with everything else. Then Bend Bars / Lift Gates...</p><p></p><p>Really, it often felt like someone took several games, put them in a blender, and published whatever came out. Some of it was just terribly inconsistent.</p><p></p><p>Certain classes having skills that everyone should have were another problem. Everyone should be able to sneak around, even if they're kind of bad at it.</p><p></p><p>As mentioned above, the settings for 2nd Ed. were great. It's the settings that give me the fondest memories. They also seemed darker and more dangerous that much of what came out later in 3e/4e (but that may just be perception on my part) and sometimes rather unique. Council of Wyrms? Yes, please.</p><p></p><p>I never really liked the NWP system - I find the 3e system to be better - but I do like the weapon proficiencies as a concept. A soldier in an army is certainly a fighter, but I doubt that he's been trained with 20+ different weapons like 3e+. I'm bringing back the weapon proficiency concept in my own games. I know, I know - it's fantasy - but still.</p><p></p><p>I also liked the idea that as characters became more powerful they would attract followers. I think the game kind of assumed that eventually you'd give up your life of adventuring for the most part and start getting into the "bigger picture", but there wasn't much in the way of rules in the core books to support that.</p><p></p><p>Another thing that I really, really liked about older editions of D&D - this has nothing to do with the rules, by the way - were the Big Three Ring Binders that you could buy with the dragon on the front. Then you would go out and buy packs of monsters to stick into them, or some boxed sets would come with pages. It was very cool, and it was <em>very</em> convenient to be able to move the pages around.</p><p></p><p>I would keep everything alphabetized, but when I expected to use certain creatures in the next game I would move them to the front for reference - no need to flip through a bunch of pages to find what I wanted. If I wanted to categorize things (undead section, dragon section, stupid monsters I'll never use section, etc.) I was free to do that. I really wish that the current publishers would go back to this way of publishing material.</p></blockquote><p></p>
[QUOTE="GhostBear, post: 5951423, member: 6667527"] The inconsistent multi-classing / dual-classing / etc rules were terrible and utterly random. The inconsistent XP Table was also strange, as was THAC0. Class restrictions based on race always irked me - my group threw them out long ago. I also didn't like the completely inconsistent table for strength. You had 1, 2, [...] 16, 17, 18/01, 18/02, 18/03 [..] 18/00, then 19. What? Completely inconsistent with everything else. Then Bend Bars / Lift Gates... Really, it often felt like someone took several games, put them in a blender, and published whatever came out. Some of it was just terribly inconsistent. Certain classes having skills that everyone should have were another problem. Everyone should be able to sneak around, even if they're kind of bad at it. As mentioned above, the settings for 2nd Ed. were great. It's the settings that give me the fondest memories. They also seemed darker and more dangerous that much of what came out later in 3e/4e (but that may just be perception on my part) and sometimes rather unique. Council of Wyrms? Yes, please. I never really liked the NWP system - I find the 3e system to be better - but I do like the weapon proficiencies as a concept. A soldier in an army is certainly a fighter, but I doubt that he's been trained with 20+ different weapons like 3e+. I'm bringing back the weapon proficiency concept in my own games. I know, I know - it's fantasy - but still. I also liked the idea that as characters became more powerful they would attract followers. I think the game kind of assumed that eventually you'd give up your life of adventuring for the most part and start getting into the "bigger picture", but there wasn't much in the way of rules in the core books to support that. Another thing that I really, really liked about older editions of D&D - this has nothing to do with the rules, by the way - were the Big Three Ring Binders that you could buy with the dragon on the front. Then you would go out and buy packs of monsters to stick into them, or some boxed sets would come with pages. It was very cool, and it was [i]very[/i] convenient to be able to move the pages around. I would keep everything alphabetized, but when I expected to use certain creatures in the next game I would move them to the front for reference - no need to flip through a bunch of pages to find what I wanted. If I wanted to categorize things (undead section, dragon section, stupid monsters I'll never use section, etc.) I was free to do that. I really wish that the current publishers would go back to this way of publishing material. [/QUOTE]
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