D&D General Which edition of D&D are you currently interested in?

Which edition of D&D are you currently interested in?



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teitan

Legend
Interesting, but 2e is so much closer to 1e than PF?

What is so much better in 1e than in 2e? I am that curious because I started with 2e, but when picking up 1e stuff occasionally at the game store back then, I never saw much difference, except the level limits and attribute limits.

there are major differences that are minor in effect. There was a lot of streamlining and simplifying to what had become table standard after 11 years of Dragon Mag, Oriental Adventures and the Survival Guides. The thief skills became customizable, clerics were still there but largely replaced with Priests who all had different flavors based on the deity they served. Specialist wizards became a thing. Initiative was simplified and THAC0 was officially adopted and the to hit tables were standardized. Non-weapon proficiencies were adopted as an optional skill system that turned out to be not so optional kinda like the Priest classes. The Ranger was heavily altered, some think to be like Driz’zt but he wasn’t really the huge deal he became until after 2e came out.

monsters were amped Up, especially dragons as the Forgotten Realms optional rules from the OGB were adopted for dragons in general to beef them up.

Essentially 2e was a very customizable toolkit when you took all the options into account whereas 1e had a very enforced world view in class By design 2e was an attempt to turn AD&D into a generic fantasy game that could emulate your favorite fantasy novels better than 1e could. 1e defines AD&D style fantasy while 2e sputters and whines as a generic fantasy game that does AD&D style adventuring very well and allows a broader range of characters with kits and Non Weapon Proficiencies. In just the core, without using optional rules in those three books, it’s not all that different aside from minor tweaks to classes and the changes to thieves, Rangers & druids and the revised combat system.

the flaw of 2e is the optional not optional rules like Psionics being Monster features in the Monstrous Compendium/Manual.
 

teitan

Legend
Damn. I was hoping for a long time maximum of less than 7 years.

Also im not sure how much more gas is in the 5e tank.

quite a bit. They have a very slow release schedule for a reason and the system is probably the most solid system D&D has had. If they do a 6e it could be another 7-8 years. I could see them doing a special edition in a couple years or as an anniversary release adding popular subclasses, maybe a few races and tweaks to existing classes like the ranger. A backwards compatible revision more akin to 2e revised than 3.5 where a lot of little changes led to major differences in the way the game played.
 


atanakar

Hero
Damn. I was hoping for a long time maximum of less than 7 years.
Also im not sure how much more gas is in the 5e tank.

According to WoTC numbers, 2019 is the sixth consecutive year of growth for the game. I don't see 5e going away soon.

The PHB, DMG, MM and Sword Coast were «corrected» in 2017 when they were reprinted. Xanathar contains additional details for some parts of the rules and revisits a few others - like downtime and traps. And you can add to that the release of a more robust starter set in 2019 - Essentials Kit.
 


MoonSong

Rules-lawyering drama queen but not a munchkin
To play 3.5 again. It would need a clean with skills, bounded accuracy and a removal of wands of clw and buying magic items.
I like the skill granularity so I'm likely to keep it. (But of course some merging of skills is needed, just not to the point of having an uber skill like perception). On wands as a whole, definitely I'm changing them, either by reducing the number of charges to a smaller amount, or by putting a clear limit on them (they don't give you slots, only access to a spell) or combining both ideas (the wand holds a single charge, and while charged it gives you access to the spell that you need to power in some way. You can cast using the charge, but the wand loses all magic upon its consumption)
As for buying magic items, I think that is table dependent. Though I've seen some posters here miss the ability to craft them and I think it is part of the experience.
 

Zardnaar

Legend
I like the skill granularity so I'm likely to keep it. (But of course some merging of skills is needed, just not to the point of having an uber skill like perception). On wands as a whole, definitely I'm changing them, either by reducing the number of charges to a smaller amount, or by putting a clear limit on them (they don't give you slots, only access to a spell) or combining both ideas (the wand holds a single charge, and while charged it gives you access to the spell that you need to power in some way. You can cast using the charge, but the wand loses all magic upon its consumption)
As for buying magic items, I think that is table dependent. Though I've seen some posters here miss the ability to craft them and I think it is part of the experience.

I would have crafting rules but not AE&D not take a feat and spam cheap wands.
 


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