"TSR's attitude about 'official' rules has changed. You know and I know that people create variants and house rules for use with the AD&D game. Trying to demand that they play only the 'official' rules is pointless. That's why we're planning on marking rules in the core set as "Standard," "Tournament," and "Optional." Stnadard rules are the absolute minimum you need to play something that is passably identifiable as the AD&D game--the races, character classes, attack rolls, etc. Tournament rules add the rules that will be normally used in any TSR-sponsored tournament. After all, in a tournament, you should be reasonably certain that you will be playing the same game as your neighbor, a useful thing to ensure fairness at a convention. Best of all, for all you tinkerers out there, the Optional rules allow you to make the game yours, filling your game with as much richness and detail as you want--weapon-based armor-class modifiers, create-your-own character classes, spell-casting times, proficiencies, casting components, and more. Optional rules are just that: if you don't like 'em, you don't use 'em.
...After the core rules, there will be additional rule books (perhaps softcover books to allow us to keep the price down, or three-ring binders, or--again, the plan is not settled.) These are all optional books. If you have the core rules, you have the complete game. The optional books might include expansion books for the different character classes (for the fighter, cleric, and others I mentioned in the previous article); thus, the fighter would exist in the core rules, but a Fighter Book would introduce lots of details about fighting, strange weapons, subclasses, and other things that no one has even thought of yet. It might even include an incredibly detailed expansion of the combat rules. But it would all be intended for those players who particularly like fighters. If you didn't want an ultra-realistic combat system (I don't!), you wouldn't have to use this optional book.
...One of the big issues of the Second Edition is compatibility. It's not my intention to force you to throw away your old rulebooks and rush out to buy the Second Edition. You want to be able to pick up the Second Edition rules and use them in your campaign without having to make extensive changes first. That is a perfectly fair demand on your part. For TSR, imagine the result if a novice game bought the Second Edition and a module like Ravenloft II. The rule book is Second Edition, but the module isn't. We can't expect a novice to instantly realize the difference. If the rule book and the module didn't agree, imagine his frustration! All TSR has done is lose a new player to the game, a service done to no one.
Now, 100% compatability is just not possible. There are things that must be fixed. There are inevitable improvements and new ideas. These things are going to prevent Second Edition from being 100% compatible. Just what percent compatability we wind up with, I can't say. Indeed, the need to keep things compatible results in us not making some changes that would only confuse the issue. Take the armor class numbering system. To many players, it does not make sense that the worst armor classes have the highest numbers, and it would seem simple to change it. However, reversing the order of the armor class numbers would invalidate every AD&D game campaign and product in existence. For compataibility's sake, it is better to make no change, since this change is not worth the trouble it will cause. (Emphasis added.)
...A second design standard (the first was compatability--Transcriptionist) of the Second Edition is to increase the flexibility of the game. Done right, with Optional and Tournament rules, you can play the game according to your tastes and styles. The AD&D game can be as simple or as complex as you desire.
(Not a design goal, but a clarification--Transcriptionist) The question of "image" that came up [with the assassin] had nothing to do with any kind of religious pressure, as some of you mistakenly thought. Sorry, it's much more mundane - a lot of potential players have been turned off by bad experiences with uncontrolled assassins destroying parties, campaigns, and fun for everyone else. No fun at all.
...I anticipate that many out there will mix parts of First and Second Edition together to get the game they want (along with a healthy dose of DRAGON magazine articles and other ideas). Do this! Have fun and use your own creativity. At any rate, rest assured that as far as TSR is concerned, anything you liked in First Edition is legal in Second Edition. If you liked First Edition bards, they're legal. if you liked monks, they're legal. Ultimately, there will be people out there who will be playing Version 1.0, Version 1.5, Version 2.0, and probably even Version 2.3 of the AD&D game. Perhaps we should figure out some type of numbering system like that used on computer programs!