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What were the problems with 2nd ed?
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<blockquote data-quote="Kvantum" data-source="post: 4120427" data-attributes="member: 1905"><p>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).</p><p></p><p>Then there were the kits. Kits were what prestige classes are to 3e - ways of expanding your character beyond plain vanilla wizards or fighters or whatnot. The problem was that they were radically unbalanced,both over time and with each other. If one compared kits from the early 2e releases vs. the latter 2e books you could have extreme differences in power (not unlike 3e, just not as bad - IMO) - see some of the ones from Complete Fighter or Thief as compared to ones like Complete Bard's Blade or Complete Paladin's Wyrmslayer.</p><p></p><p>Then there were all the settings, and man, were there a <em>LOT</em> of them. Greyhawk, Dragonlance, Forgotten Realms, the familiar big 3, plus Al-Qadim, Kara-Tur, and Maztica, all expansions to FR set on Toril, and the other, more experimental campaign settings, such as Birthright, Dark Sun (my all-time favorite <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ), Council of Wyrms, Planescape (loved it!), Spelljammer, Mystara (the original D&D homeworld) and its expansion Red Steel, Ravenloft, a few Lankhmar books, and probably one or two more here and there. It was just too much to keep up with. It fractured TSR's market to the point where it was one of the things (though hardly the only thing) that helped bring the company down.</p><p></p><p>Beyond a few kits that were never really given a good conversion, and some of the settings that have never been given a (formal) conversion worth a damn, there really isn't a whole lot in 2e that I can say I wish was available for 3e. Planescape, or at least more notice of the planes sure would be nice, as would a Dark Sun conversion that I actually liked, though I'm beginning to suspect that just maybe that one's impossible under any sort of 3.X rules system.</p><p></p><p>The planes, incidentally are one of the few things that's been essentially constant and continuous since 1e, more or less unchanged for those using the Great Wheel cosmology in 3e (other than the poor modrons, crushed beneath the jack-booted heel of those damned Arcadian interloper bugs, err, formians), and that's one of the reasons why I'm sitting out 4e, myself.</p><p></p><p>Anyway, back to the 3e grognard hole I crawled out of.</p></blockquote><p></p>
[QUOTE="Kvantum, post: 4120427, member: 1905"] 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). Then there were the kits. Kits were what prestige classes are to 3e - ways of expanding your character beyond plain vanilla wizards or fighters or whatnot. The problem was that they were radically unbalanced,both over time and with each other. If one compared kits from the early 2e releases vs. the latter 2e books you could have extreme differences in power (not unlike 3e, just not as bad - IMO) - see some of the ones from Complete Fighter or Thief as compared to ones like Complete Bard's Blade or Complete Paladin's Wyrmslayer. Then there were all the settings, and man, were there a [i]LOT[/i] of them. Greyhawk, Dragonlance, Forgotten Realms, the familiar big 3, plus Al-Qadim, Kara-Tur, and Maztica, all expansions to FR set on Toril, and the other, more experimental campaign settings, such as Birthright, Dark Sun (my all-time favorite :) ), Council of Wyrms, Planescape (loved it!), Spelljammer, Mystara (the original D&D homeworld) and its expansion Red Steel, Ravenloft, a few Lankhmar books, and probably one or two more here and there. It was just too much to keep up with. It fractured TSR's market to the point where it was one of the things (though hardly the only thing) that helped bring the company down. Beyond a few kits that were never really given a good conversion, and some of the settings that have never been given a (formal) conversion worth a damn, there really isn't a whole lot in 2e that I can say I wish was available for 3e. Planescape, or at least more notice of the planes sure would be nice, as would a Dark Sun conversion that I actually liked, though I'm beginning to suspect that just maybe that one's impossible under any sort of 3.X rules system. The planes, incidentally are one of the few things that's been essentially constant and continuous since 1e, more or less unchanged for those using the Great Wheel cosmology in 3e (other than the poor modrons, crushed beneath the jack-booted heel of those damned Arcadian interloper bugs, err, formians), and that's one of the reasons why I'm sitting out 4e, myself. Anyway, back to the 3e grognard hole I crawled out of. [/QUOTE]
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