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<blockquote data-quote="teitan" data-source="post: 7926063" data-attributes="member: 3457"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>the flaw of 2e is the optional not optional rules like Psionics being Monster features in the Monstrous Compendium/Manual.</p></blockquote><p></p>
[QUOTE="teitan, post: 7926063, member: 3457"] 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. [/QUOTE]
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