Right off the bat, I want to say that I don't currently play 2nd edition AD&D, and it was never my D&D of choice, but some of the comments above need to be addressed.
Chris_Nightwing said:
One 'word': THAC0
Cute response, but in practice, THAC0 works out pretty much the same as BAB. Don't get me wrong, BAB is more elegant and is easier for beginners to grasp, but THAC0 alone is no reason to condemn a gaming system.
DeusExMachina said:
Spells were even more ridiculously overpowered than they were in 3e. Charm person on a low intelligence character would last for months for example...
That was kind of the point. You might have only gotten one spell as a 1st level wizard, but it was a pretty good spell. With these new editions, there's really not a lot of difference between spells and "TOB/4E powers" (I don't know what the actual term is - stances?) that everyone else gets in combat.
Kvantum said:
Some of the problems with 2e were the same with 1e, with the mechanics not being as elegant as they could be, six or seven different ways of doing what were very clsoely related things. There were times when you wanted to roll high, other times when you wanted to roll low, sometimes you were rolling percentiles for things, sometimes just a d6, or even rarely a d10 (surprise, for example).
That's definitely a taste issue. Some people (most on these boards, I assume) like a unified system, and some people find it too bland. Personally, I like rolling a d6 for surprise, a d6 for initiative, and a d6 to spot secret doors. I also like it when a DM asks you to roll a d10 but doesn't tell you why. Then you know you're in trouble.
Kvantum said:
Then there were the kits.
You won't get an argument from me here. Kits added nothing but power creep.
Kvantum said:
Then there were all the settings...
They did fracture the market, but they don't make 2nd edition any less of a system.
WayneLigon said:
Oh, lordie, where to start?
* Only demihumans can multiclass
* Demihumans have limits as to the level they can attain in several classes (though, for some reason, never thief), sometimes quite low.
These rules lead to frequent arguments among players of older editions. Some like 'em, and some don't. If you don't like level limits, a 10-15% experience penalty for demihumans works just fine.
WayneLigon said:
* Armor Class goes from 10 to -10, 10 being your bare skin.
I'll admit that ascending ACs are easier for beginners to grasp, but like THAC0 vs. BAB it's really not a big deal.
WayneLigon said:
* There's something like 9 different saving throws types, each different for every class.
Actually, there are five saves. The nice thing about them is that they don't depend ability scores.
WayneLigon said:
* Clerics might as well never take any spells but healing spells. They can't switch out spells.
Even at low levels, bless, prayer, and chant are worth much more than a little healing.
WayneLigon said:
* You stop gaining hit dice after your 'name' level but that doesn't much matter since the XP tables roughly double the number of XP you need for each level; by the time you're worrying about not getting hit dice anymore you're up in the millions of XP. Very few people ever saw past about 12th level in a normal campaign. That took about 12-20 months to attain
I thought we were talking about what was wrong with 2nd edition!
WayneLigon said:
Magic items were not all that rare if you used the treasure you see in modules as an example; usually it was chock full of magic items. Mainly because unlike 3E, many monsters in 2E are invulnerable to weapons that are not over a certain '+' value.
I agree that there was way too much treasure in printed modules. In fact, if the original poster wants a good point for his bullet list, 2nd edition AD&D modules were for the most part really bad and extremely railroady. When 3rd edition came out, and they were claiming to go "back to the dungeon," I was pretty excited.
Revinor said:
- too long rounds (1 arrow per 20 seconds?)
I thought they were 10 seconds? I might be remembering wrong.
Revinor said:
- overpowered multiclassing
In my experience, multiclassed characters were generally weaker than single-classed. They took twice as long to gain levels and generally had fewer hit points.
Revinor said:
- very deadly monsters without a real way to protect/heal yourself (energy drains, stat drains, aging, death poisons)
Um... run? The best monsters are the ones you are afraid of - or at least you are afraid to go toe-to-toe with.
Revinor said:
- extreme dependency on stats (fighter with 18 strength was a lot better than one with 17 str)
You'll get no argument from me on this one. There's always been way too much power-creep through high stats.
MichaelK said:
Awkward multiclassing/dualclassing rules.
These were intended to discourage multi-classing and preserve the archetypes of the game. 2nd edition players didn't have to suffer through endless multiclassing and "builds." The game was better for not having fighter4/bard1/demon sorcerer6/master of chains 12 or what have you.
MichaelK said:
Limited extra options for characterisation with no prestige classes, no feats.
Mechanical characterization, yes. Although I have no love for kits/prestige classes, and I've always seen feats as a list of 1,000 things your character cannot do.
MichaelK said:
Psionics really were busted back in 2e.
I can't comment; psionics don't exist in my campaigns.
MichaelK said:
Druids having to replace their superiors to gain a level.
A cool piece of flavor and a great reason for a high-level adventure.
withak said:
Death and dying rules are a lot harsher. Hit 0 hp? You're dead.
We definitely played with death at -10 hp. It must have been an optional rule in the DMG. One of the things I disagree with the 4E designers with is death. They seem to think that death is a problem with the game instead of part of the game.
withak said:
There are fewer hard-and-fast rules for skill adjudication, which leads to a lot of inconsistency.
Some might say that there too many of these rules in AD&D. It's a matter of taste.
withak said:
Only the thief and ranger have thief-style skills readily available, and they use a wacky percentage-based, conditional system. Want to hide or sneak as a cleric? Better hope the situation is right and the DM's feeling accommodating.
Percentage-based thief skills have been a pain since Greyhawk. The d20 system actually works quite well for them, although I'd prefer some good d6 rolling with situational modifiers.
withak said:
There are different XP tables for each class. (The unified progression, along with the unified d20 + modifier mechanic, were the 'Hallelujah!' moments for me when 3e was released.) XP is handed out not only for combat, but also for various class-based goals, which, while a nice idea, leads to a lot of disparity in advancement.
I love different XP tables for each class - it makes balance so much easier. I never understood why they made them unified, except to encourage multiclassing.
withak said:
Initiative is rolled anew every round. In theory, this makes for more dynamic combat. In practice, it bogs things down significantly, and causes a lot of confusion.
Weapons have "speeds" which affect initiative, as do casting times on spells.
Oh man, if your 2nd edition combats are taking half as long as they would in 3E, you are doing something wrong! First off, drop the weapon speed and casting time effects on initiative posthaste!