I haven't read the entire thread, so please forgive me if these points are addressed elsewhere.
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.
* Armor Class goes from 10 to -10, 10 being your bare skin.
ALL of these were like this in 1st ed, so it's not something wrong with *just* 2nd ed.
WayneLigon said:
* There's something like 9 different saving throws types, each different for every class.
Five kinds, and they were the same as 1st ed again. They are the same 5 categories, but each class is better at one type than others, and they level progression is different. But again, not every class is different, every
type of class is (fighters, rangers and paladins all have the same chart, rogues and bards share a chart, etc).
WayneLigon said:
* There are no hand-to-hand combat rules if you're not a Monk. Wait, there were no Monks in 2E.
There were hand to hand unarmed rules in 2nd ed, right in the PHB. They were silly and ignorant, but they were in the core books. And they were expanded upon in the Complete Fighter book, and greatly expanded upon in the Complete Ninja handbook. There were also monks in the Complete Priest's book, the Complete Ninja's book, and a full 1-20 level base class in the Scarlett Brotherhood book for Greyhawk.
* Clerics might as well never take any spells but healing spells. They can't switch out spells.
* 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
* After about, oh, 10th level mages become the kings of the game and everyone else is support staff.
Again, all of which were the same in 1st ed. I ran a regular campaign for years and the highest level PC was 9th. And we never complained about it, really. Gaining a level was a big event, and you had lots of time to get the hang of what you could do before having to rewrite your sheet the next time you level up.
The not getting more hit dice (note: you still got hit POINTS, just not dice) past name level wasn't so bad when you consider that by the time you have over 50hp, the nature of the game shifts away from the importance of hp. Instead of piling up huge numbers of hp for both PCs and NPCs/monsters, (for which clerical healing couldn't ever keep up anyway, barring Heal spells), most fights became sort of paper/rock/scissors, where you beat monsters not by doing damage to them, but by destroying them outright (Disintegrate didn't do damage, it just, well, disintegrated you), removing them from the fight (Maze, Imprisonment, Otto's Irresistable Dance), or otherwise neutralizing them (Hold Monster, Charm Monster, Otiluke's Resiliant Sphere). Rare were the high level spells that just dealt damage outright.
And any 2nd level wizard can be killed rather easily by a fighter with a Ring of Spell Storing that contains an Anti-Magic Shell, so it wasn't
quite the wizard lovefest some make it out to be.
I agree that 2nd edition had some problems, most of which were grandfathered in from 1st ed. The roll high/roll low/roll % thing was a problem. The front end-loaded nature of kits was a problem. The splatbook powercreep was a problem (Complete Book of Elves, anyone?). The completely crappy adventures were a huge problem (dungeons weren't "cool" anymore, whole adventures with little or no maps but lots of boxed text were, apparantly). 3rd ed was a huge leap forward, but there is still a market for 1st/2nd style gaming, as to the popularity of Castles and Crusades will attest.