TSR Why would anyone want to play 1e?

It's also easy to make a bigger deal out of half-orcs and assassins being removed from the PHB and devils and demons being removed from the MCs/MM... but removing monks and psionic powers (for PCs and monsters) from the core rules are even more indicative of the shift in AD&D's identity between 1E and 2E.

Whereas I'd argue that Classic pretty much stayed the same from Moldvay Basic all the way through Wrath of the Immortals and Thunder Rift and was tighter and better designed than either edition of Advanced, except for 2E getting so much more material and naturally more better material if you were willing to sift through the dross. Or do the work of using 2E's homebrewing tools for all they're worth.

(Which is what made it a better ruleset for a high prep wannabe  auteur like myself, and worse for people who want to run a no frills game in the lingua franca.)
 

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The biggest source of xp in 2e was defeating monsters. My memory is that the story xp stuff was optional.
Following up on this.

2e DMG page 68:

The story award should not be greater than the experience points that can be earned defeating the monsters encountered during the adventure. Thus if the DM knows there are roughly 1,200 experience points worth of monsters, the story award should not exceed this amount.
The story award should give a character no more than 1⁄10th the experience points he needs to advance a level.

Page 69:

As an option, the DM can award XP for the cash value of non-magical treasures. One XP can be given per gold piece found. However, overuse of this option can increase the tendency to give out too much treasure in the campaign.
 

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