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	<title>Comments on: 5 Things I Loved and 5 Things I Hated About 2nd Edition AD&amp;D</title>
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	<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/</link>
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		<title>By: profligate</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65126</link>
		<dc:creator>profligate</dc:creator>
		<pubDate>Sat, 28 Feb 2009 05:32:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65126</guid>
		<description>Since THAC0 seems to be the hotbutton topic, here&#039;s what my group did.  When you level or get a new weapon, you calculate your THAC0 with that weapon.  Look it up on the chart, take modifiers for that weapon/attack into account (positive modifiers lower your THAC0 and vice versa) and note the number on your character sheet.  When it&#039;s attack time you roll the d20 and subtract the result from your THAC0 with the weapon/attack in question.  That&#039;s the AC you hit.  If your modified THAC0 with the weapon/attack in question is 14 and you roll a 16, you hit AC-2.  Seems complicated, but it&#039;s really very simple.</description>
		<content:encoded><![CDATA[<p>Since THAC0 seems to be the hotbutton topic, here&#8217;s what my group did.  When you level or get a new weapon, you calculate your THAC0 with that weapon.  Look it up on the chart, take modifiers for that weapon/attack into account (positive modifiers lower your THAC0 and vice versa) and note the number on your character sheet.  When it&#8217;s attack time you roll the d20 and subtract the result from your THAC0 with the weapon/attack in question.  That&#8217;s the AC you hit.  If your modified THAC0 with the weapon/attack in question is 14 and you roll a 16, you hit AC-2.  Seems complicated, but it&#8217;s really very simple.</p>
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		<title>By: Rauthik</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65125</link>
		<dc:creator>Rauthik</dc:creator>
		<pubDate>Thu, 26 Feb 2009 14:21:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65125</guid>
		<description>Just my 2 cents on THAC0 (before I get back to work):
I never had a problem with THAC0 and I still don&#039;t really.  I just like the 3.x/4 way of adding the numbers better.  Back in the day I had most of the THAC0 charts memorized (fighter was the easiest, but they each followed a pattern anyway) and I had spent plenty of spare time writing out the charts by hand on index cards for my customized DM screen (yes, I am a geek like that).  Personally I never found that THAC0 slowed down combat because even when my friends were confused, I was on it.
Again though, I like the way it is now and negative armor classes always bothered me on some deep subconscious level anyway (for no real concrete reason either).
That&#039;s all.

&lt;abbr&gt;&lt;em&gt;Rauthik&#180;s last post: &lt;a href=&quot;http://thegamerdome.wetpaint.com/page/Cleric+of+Juiblex&quot; rel=&quot;nofollow&quot;&gt;Cleric of Juiblex&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>Just my 2 cents on THAC0 (before I get back to work):<br />
I never had a problem with THAC0 and I still don&#8217;t really.  I just like the 3.x/4 way of adding the numbers better.  Back in the day I had most of the THAC0 charts memorized (fighter was the easiest, but they each followed a pattern anyway) and I had spent plenty of spare time writing out the charts by hand on index cards for my customized DM screen (yes, I am a geek like that).  Personally I never found that THAC0 slowed down combat because even when my friends were confused, I was on it.<br />
Again though, I like the way it is now and negative armor classes always bothered me on some deep subconscious level anyway (for no real concrete reason either).<br />
That&#8217;s all.</p>
<p><abbr><em>Rauthik&#180;s last post: <a href="http://thegamerdome.wetpaint.com/page/Cleric+of+Juiblex" rel="nofollow">Cleric of Juiblex</a></em></abbr></p>
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		<title>By: &#187; My turn now: Chatty&#8217;s top 10 D&#38;D monsters</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65124</link>
		<dc:creator>&#187; My turn now: Chatty&#8217;s top 10 D&#38;D monsters</dc:creator>
		<pubDate>Wed, 25 Feb 2009 19:01:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65124</guid>
		<description>[...] I purposely ignored anything about A&amp;D 2e&#8217;s 20th anniversary, I thought I&#8217;d jump on the next echo chamber bandwagon passing through.  So here&#8217;s my [...]</description>
		<content:encoded><![CDATA[<p>[...] I purposely ignored anything about A&amp;D 2e&#8217;s 20th anniversary, I thought I&#8217;d jump on the next echo chamber bandwagon passing through.  So here&#8217;s my [...]</p>
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		<title>By: Domingo de links carnavalesco! &#124; Rolando 20 - D&#38;D 4ª edição</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65123</link>
		<dc:creator>Domingo de links carnavalesco! &#124; Rolando 20 - D&#38;D 4ª edição</dc:creator>
		<pubDate>Sun, 22 Feb 2009 12:03:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65123</guid>
		<description>[...] Critical Hits fez um post nostálgico sobre o AD&amp;D; [...]</description>
		<content:encoded><![CDATA[<p>[...] Critical Hits fez um post nostálgico sobre o AD&#038;D; [...]</p>
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		<title>By: JS Dougan</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65122</link>
		<dc:creator>JS Dougan</dc:creator>
		<pubDate>Fri, 20 Feb 2009 21:55:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65122</guid>
		<description>@ Josh --

My recollection of the unreachable sphere predates Dark Sun. As I think harder, I&#039;m kind of thinking it was Krynn/Dragonlance.

Time, of course, blurs memories, and I could easily be wrong.</description>
		<content:encoded><![CDATA[<p>@ Josh &#8211;</p>
<p>My recollection of the unreachable sphere predates Dark Sun. As I think harder, I&#8217;m kind of thinking it was Krynn/Dragonlance.</p>
<p>Time, of course, blurs memories, and I could easily be wrong.</p>
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		<title>By: Josh</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65121</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Fri, 20 Feb 2009 19:25:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65121</guid>
		<description>I started running 2.0 for a group of people that knew the system far better than I (it was their idea...).  I don&#039;t think I ever really understood THACO and quite often had to ask my players if I hit them.

3.0 felt like an improvement when it first came out but I have to admit that the necessity of a map and some kind of minis robbed the game of some amount of drama.

4.0 on the other hand makes up for the things lost and has really grabbed me with its simplicity and &quot;cool&quot; factor.

&lt;abbr&gt;&lt;em&gt;Josh&#180;s last post: &lt;a href=&quot;http://games-blog.pairodicegames.com/game-articles/alhambra-review&quot; rel=&quot;nofollow&quot;&gt;Alhambra - Review&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>I started running 2.0 for a group of people that knew the system far better than I (it was their idea&#8230;).  I don&#8217;t think I ever really understood THACO and quite often had to ask my players if I hit them.</p>
<p>3.0 felt like an improvement when it first came out but I have to admit that the necessity of a map and some kind of minis robbed the game of some amount of drama.</p>
<p>4.0 on the other hand makes up for the things lost and has really grabbed me with its simplicity and &#8220;cool&#8221; factor.</p>
<p><abbr><em>Josh&#180;s last post: <a href="http://games-blog.pairodicegames.com/game-articles/alhambra-review" rel="nofollow">Alhambra &#8211; Review</a></em></abbr></p>
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		<title>By: Graham</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65120</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Fri, 20 Feb 2009 17:37:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65120</guid>
		<description>@Prince of Cats -

The change in the cosmology means two things to Planescape.

1) Instead of everything being separate planes, many are now &quot;Astral Dominions&quot;.  This effectively means nothing, as each is self-contained just like its own plane, except that it is possible to travel between them by means other than portals occasionally.

2) The energy/elemental planes are gone, consolidated into the Elemental Chaos.  Since the elemental planes on their own were usually instantly deadly, and the Elemental Chaos is not, I can only see this as a plus.  All the key locations, like the City of Brass, are still there.

Heck, Sigil is detailed in the Manual of the Planes.  Yeah, some of the planes have changed, but Planescape was never about what the specific planes were.  It was about the adventure of traveling to new and exotic locations, as well as around Sigil.

As for Spelljammer, the Manual of the Planes describes Spelljamming on page 20, and includes stats for Spelljammers on page 159.  Whether it connects to different campaign worlds, or just to your own, is pretty much left up to the DM to decide, but the ships are in the game, and listed as one of the main ways to travel the planes.  So while Spelljammer (as a setting) isn&#039;t right there, Spelljamming certainly is.

&lt;abbr&gt;&lt;em&gt;Graham&#180;s last post: &lt;a href=&quot;http://feeds.feedburner.com/~r/criticalanklebites/~3/511239134/&quot; rel=&quot;nofollow&quot;&gt;UPS?  More like You Pee… Freely… or something…&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>@Prince of Cats -</p>
<p>The change in the cosmology means two things to Planescape.</p>
<p>1) Instead of everything being separate planes, many are now &#8220;Astral Dominions&#8221;.  This effectively means nothing, as each is self-contained just like its own plane, except that it is possible to travel between them by means other than portals occasionally.</p>
<p>2) The energy/elemental planes are gone, consolidated into the Elemental Chaos.  Since the elemental planes on their own were usually instantly deadly, and the Elemental Chaos is not, I can only see this as a plus.  All the key locations, like the City of Brass, are still there.</p>
<p>Heck, Sigil is detailed in the Manual of the Planes.  Yeah, some of the planes have changed, but Planescape was never about what the specific planes were.  It was about the adventure of traveling to new and exotic locations, as well as around Sigil.</p>
<p>As for Spelljammer, the Manual of the Planes describes Spelljamming on page 20, and includes stats for Spelljammers on page 159.  Whether it connects to different campaign worlds, or just to your own, is pretty much left up to the DM to decide, but the ships are in the game, and listed as one of the main ways to travel the planes.  So while Spelljammer (as a setting) isn&#8217;t right there, Spelljamming certainly is.</p>
<p><abbr><em>Graham&#180;s last post: <a href="http://feeds.feedburner.com/~r/criticalanklebites/~3/511239134/" rel="nofollow">UPS?  More like You Pee… Freely… or something…</a></em></abbr></p>
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		<title>By: Prince of Cats</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65119</link>
		<dc:creator>Prince of Cats</dc:creator>
		<pubDate>Fri, 20 Feb 2009 16:59:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65119</guid>
		<description>Wait...  I must have missed something...  Spelljammer is core?

My understanding was that the change in the cosmology made Planescape unrecognisable, but still present in a manner of speaking.  Spelljammer, on the other hand, I thought was dead and buried.  Perhaps I was wrong...  (and if I was, I hope it is on both counts)

&lt;abbr&gt;&lt;em&gt;Prince of Cats&#180;s last post: &lt;a href=&quot;http://www.dragonstalon.co.uk/?p=3&quot; rel=&quot;nofollow&quot;&gt;Fun in a Grown-Up’s world…&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>Wait&#8230;  I must have missed something&#8230;  Spelljammer is core?</p>
<p>My understanding was that the change in the cosmology made Planescape unrecognisable, but still present in a manner of speaking.  Spelljammer, on the other hand, I thought was dead and buried.  Perhaps I was wrong&#8230;  (and if I was, I hope it is on both counts)</p>
<p><abbr><em>Prince of Cats&#180;s last post: <a href="http://www.dragonstalon.co.uk/?p=3" rel="nofollow">Fun in a Grown-Up’s world…</a></em></abbr></p>
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		<title>By: Graham</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65118</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Fri, 20 Feb 2009 03:57:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65118</guid>
		<description>@JS Dougan -

Dark Sun, I believe.

I&#039;m rather excited that both Spelljamming and Planescape are part of core 4e, now.

&lt;abbr&gt;&lt;em&gt;Graham&#180;s last post: &lt;a href=&quot;http://feeds.feedburner.com/~r/criticalanklebites/~3/511239134/&quot; rel=&quot;nofollow&quot;&gt;UPS?  More like You Pee… Freely… or something…&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>@JS Dougan -</p>
<p>Dark Sun, I believe.</p>
<p>I&#8217;m rather excited that both Spelljamming and Planescape are part of core 4e, now.</p>
<p><abbr><em>Graham&#180;s last post: <a href="http://feeds.feedburner.com/~r/criticalanklebites/~3/511239134/" rel="nofollow">UPS?  More like You Pee… Freely… or something…</a></em></abbr></p>
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		<title>By: JS Dougan</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65117</link>
		<dc:creator>JS Dougan</dc:creator>
		<pubDate>Fri, 20 Feb 2009 00:42:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65117</guid>
		<description>I loved Spelljammer. Many of the concepts were cool, even if the implementation was a bit wonky. And as a way to link all the different game worlds, it was also pretty neat. (There&#039;s one that was supposed to be a non-accessible crystal sphere, but I can&#039;t remember what it was.)</description>
		<content:encoded><![CDATA[<p>I loved Spelljammer. Many of the concepts were cool, even if the implementation was a bit wonky. And as a way to link all the different game worlds, it was also pretty neat. (There&#8217;s one that was supposed to be a non-accessible crystal sphere, but I can&#8217;t remember what it was.)</p>
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		<title>By: Prince of Cats</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65116</link>
		<dc:creator>Prince of Cats</dc:creator>
		<pubDate>Thu, 19 Feb 2009 21:35:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65116</guid>
		<description>What I hated, more than anything else, had to be the die-hard 2E lovers.  There was nothing quite like sitting there being told how 3E would ruin the game, how the campaign would always be 2E and then the moaning when we tried 3E that none of it made any sense.

Personally, and this might just be me, I think the D&amp;D progression to what is called &#039;dumbed down&#039; is great for putting the books to one side and role-playing.  I was always a story-teller (I started with WoD) more than a dungeon-keeper.

One of 2E&#039;s other major flaws had to be the half-hour negotiations with the DM to work out which optional rules were being used.</description>
		<content:encoded><![CDATA[<p>What I hated, more than anything else, had to be the die-hard 2E lovers.  There was nothing quite like sitting there being told how 3E would ruin the game, how the campaign would always be 2E and then the moaning when we tried 3E that none of it made any sense.</p>
<p>Personally, and this might just be me, I think the D&amp;D progression to what is called &#8216;dumbed down&#8217; is great for putting the books to one side and role-playing.  I was always a story-teller (I started with WoD) more than a dungeon-keeper.</p>
<p>One of 2E&#8217;s other major flaws had to be the half-hour negotiations with the DM to work out which optional rules were being used.</p>
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		<title>By: RichGreen</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65115</link>
		<dc:creator>RichGreen</dc:creator>
		<pubDate>Thu, 19 Feb 2009 21:27:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65115</guid>
		<description>Great article - I&#039;ve done my own Top 5s on my LJ!

&lt;abbr&gt;&lt;em&gt;RichGreen&#180;s last post: &lt;a href=&quot;http://richgreen01.livejournal.com/89043.html&quot; rel=&quot;nofollow&quot;&gt;2nd Edition AD&amp;D &#124; Critical Hits&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>Great article &#8211; I&#8217;ve done my own Top 5s on my LJ!</p>
<p><abbr><em>RichGreen&#180;s last post: <a href="http://richgreen01.livejournal.com/89043.html" rel="nofollow">2nd Edition AD&amp;D | Critical Hits</a></em></abbr></p>
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		<title>By: OriginalSultan</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65114</link>
		<dc:creator>OriginalSultan</dc:creator>
		<pubDate>Thu, 19 Feb 2009 20:57:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65114</guid>
		<description>@ Joshua
Magic Armor was unintuitive in 2e.  Chainmail + 2 decreased the AC (from 5 to 3), even though the bonus was expressed as a positive number.

While magic weapons were more intuitive in that they added to your rolls to hit, because both used positive numbers to express bonuses but had opposite effects in the calculation of rolls to hit, considerable confusion was created.

This discrepancy is not present in 3e or 4e.</description>
		<content:encoded><![CDATA[<p>@ Joshua<br />
Magic Armor was unintuitive in 2e.  Chainmail + 2 decreased the AC (from 5 to 3), even though the bonus was expressed as a positive number.</p>
<p>While magic weapons were more intuitive in that they added to your rolls to hit, because both used positive numbers to express bonuses but had opposite effects in the calculation of rolls to hit, considerable confusion was created.</p>
<p>This discrepancy is not present in 3e or 4e.</p>
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		<title>By: longcoat000</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65113</link>
		<dc:creator>longcoat000</dc:creator>
		<pubDate>Thu, 19 Feb 2009 20:50:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65113</guid>
		<description>I&#039;ve got a love / hate relationship with the change in weight from CN to pounds between 1E &amp; 2E.  CN could be a pain to calculate, but it was a pretty simple way to combine weight &lt;i&gt;and&lt;/i&gt; volume.  You didn&#039;t really need to know the exact measurements of a container, just how much CN it could carry, and there were some actual tactical considerations when you took the volume of an object into account when determining whether or not your could carry it (see Gary&#039;s &quot;100 pounds of feathers&quot; argument).

But like I said, it could be a pain to calculate and normally just defaulted to base weight anyway.  So it was an innovative system that was too much trouble to implement correctly.

Druids - I didn&#039;t like the fact that they were treated as just another subset of priests, like specialist wizards (although I did like the specialist wizards).

Half-orcs &amp; Assassins - Removed for a more politically correct gaming universe.  Oh well, it was the early 90&#039;s...

Devils, Daemons, &amp; Demons - Same thing.  Glad they got over it in 3E.

Monks - Their removal firmly cemented the Eurocentrism of core 2E.  And the kit in the Complete Priest book was a joke.

Kits - Horrible, nasty things.  Re-skinned and presented as &quot;prestige&quot; classes in 3E.  We hates them, yessss...

Monsterous Compendiums - Every single kid who went to school knew that the lifetime of a 3-ring binder was inversely porportional to the size of the rings.  So why did they take a reference book that would be HEAVILY used, triple it&#039;s volume, and cut it&#039;s life expectancy in half?

THAC0 - I&#039;m glad the easy, four-line chart from 2E replaced the huge page of numbers from 1E.  THAC0 also had the added benefit of inflation containment, which isn&#039;t something you&#039;d think about until after 3E had been around for a bit.

By itself, THAC0 (which is the WRONG acronym for what it was actually used for) was just a way to generate a target for success.  It represented the level of skill your character had acquired.  As your character became more experienced, that number went down, making it easier for you kill &amp; loot.  Even if a 10th-level fighter was left without a weapon, they could still feel like they could take on a somewhat powerful enemy and get some good hits in, because no matter what, they just needed a &quot;10&quot; to hit.

It&#039;s more mental than anything else.  Honestly, which character would you rather use:  The guy who only needs to roll a 10 on a d20 to smack the other guy with an AC of 0, or the guy who needs to get a 20 once you&#039;ve accounted for all of the combat modifiers?  They&#039;re the same exact thing, but one &quot;feels&quot; faster than the other, because there&#039;s less thinking involved.

Thief abilities - I &lt;i&gt;loved&lt;/i&gt; the fact that you could specialize in what you wanted your thief to be able to do in 2E.

Twin weapons - 2E had a horrible rule that, no matter how many attacks you got with your &quot;primary&quot; hand, you only got 1 extra with your off hand.

That&#039;s all I&#039;ve got for now.  Maybe I&#039;ll think of some more later.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve got a love / hate relationship with the change in weight from CN to pounds between 1E &amp; 2E.  CN could be a pain to calculate, but it was a pretty simple way to combine weight <i>and</i> volume.  You didn&#8217;t really need to know the exact measurements of a container, just how much CN it could carry, and there were some actual tactical considerations when you took the volume of an object into account when determining whether or not your could carry it (see Gary&#8217;s &#8220;100 pounds of feathers&#8221; argument).</p>
<p>But like I said, it could be a pain to calculate and normally just defaulted to base weight anyway.  So it was an innovative system that was too much trouble to implement correctly.</p>
<p>Druids &#8211; I didn&#8217;t like the fact that they were treated as just another subset of priests, like specialist wizards (although I did like the specialist wizards).</p>
<p>Half-orcs &amp; Assassins &#8211; Removed for a more politically correct gaming universe.  Oh well, it was the early 90&#8242;s&#8230;</p>
<p>Devils, Daemons, &amp; Demons &#8211; Same thing.  Glad they got over it in 3E.</p>
<p>Monks &#8211; Their removal firmly cemented the Eurocentrism of core 2E.  And the kit in the Complete Priest book was a joke.</p>
<p>Kits &#8211; Horrible, nasty things.  Re-skinned and presented as &#8220;prestige&#8221; classes in 3E.  We hates them, yessss&#8230;</p>
<p>Monsterous Compendiums &#8211; Every single kid who went to school knew that the lifetime of a 3-ring binder was inversely porportional to the size of the rings.  So why did they take a reference book that would be HEAVILY used, triple it&#8217;s volume, and cut it&#8217;s life expectancy in half?</p>
<p>THAC0 &#8211; I&#8217;m glad the easy, four-line chart from 2E replaced the huge page of numbers from 1E.  THAC0 also had the added benefit of inflation containment, which isn&#8217;t something you&#8217;d think about until after 3E had been around for a bit.</p>
<p>By itself, THAC0 (which is the WRONG acronym for what it was actually used for) was just a way to generate a target for success.  It represented the level of skill your character had acquired.  As your character became more experienced, that number went down, making it easier for you kill &amp; loot.  Even if a 10th-level fighter was left without a weapon, they could still feel like they could take on a somewhat powerful enemy and get some good hits in, because no matter what, they just needed a &#8220;10&#8243; to hit.</p>
<p>It&#8217;s more mental than anything else.  Honestly, which character would you rather use:  The guy who only needs to roll a 10 on a d20 to smack the other guy with an AC of 0, or the guy who needs to get a 20 once you&#8217;ve accounted for all of the combat modifiers?  They&#8217;re the same exact thing, but one &#8220;feels&#8221; faster than the other, because there&#8217;s less thinking involved.</p>
<p>Thief abilities &#8211; I <i>loved</i> the fact that you could specialize in what you wanted your thief to be able to do in 2E.</p>
<p>Twin weapons &#8211; 2E had a horrible rule that, no matter how many attacks you got with your &#8220;primary&#8221; hand, you only got 1 extra with your off hand.</p>
<p>That&#8217;s all I&#8217;ve got for now.  Maybe I&#8217;ll think of some more later.</p>
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		<title>By: Bartoneus</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65112</link>
		<dc:creator>Bartoneus</dc:creator>
		<pubDate>Thu, 19 Feb 2009 20:32:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65112</guid>
		<description>I personally really enjoyed the non-battle mat and more imaginative aspect of our games in 2e, I really like playing with the minis and mats that we have been since 3e came out, but I definitely have some major nostalgia for the way we used to do it.

My issue with THAC0 was that I always felt it was unnecessarily complicated, unnecessary being the key word there.  I found it unintuitive because everything was based off of Armor Class 0, when there was nothing magical about 0, that&#039;s just what everything was compared to.  Essentially it&#039;s having a statistic on your character sheet about how you work against ONE specific type of armor, instead of having a representation of your general aptitude.  It may be able to be used in the same was as the newer rules, but for me that&#039;s just a good reason to use the newer system instead.

For me we played 2e at just the right age where I considered what the DM said as fact, and really felt like there was a rigid set of rules in which we had to play.  I remember day dreaming about a super-powerful character who had magical plate armor that allowed him to cast spells while wearing it, and thinking this was something nearly unattainable EVER.  It&#039;s the same sense of mystery that I had for the first few weeks that I played World of Warcraft, but was quickly replaced by repetition and a strong sense of the mundane.</description>
		<content:encoded><![CDATA[<p>I personally really enjoyed the non-battle mat and more imaginative aspect of our games in 2e, I really like playing with the minis and mats that we have been since 3e came out, but I definitely have some major nostalgia for the way we used to do it.</p>
<p>My issue with THAC0 was that I always felt it was unnecessarily complicated, unnecessary being the key word there.  I found it unintuitive because everything was based off of Armor Class 0, when there was nothing magical about 0, that&#8217;s just what everything was compared to.  Essentially it&#8217;s having a statistic on your character sheet about how you work against ONE specific type of armor, instead of having a representation of your general aptitude.  It may be able to be used in the same was as the newer rules, but for me that&#8217;s just a good reason to use the newer system instead.</p>
<p>For me we played 2e at just the right age where I considered what the DM said as fact, and really felt like there was a rigid set of rules in which we had to play.  I remember day dreaming about a super-powerful character who had magical plate armor that allowed him to cast spells while wearing it, and thinking this was something nearly unattainable EVER.  It&#8217;s the same sense of mystery that I had for the first few weeks that I played World of Warcraft, but was quickly replaced by repetition and a strong sense of the mundane.</p>
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		<title>By: Vulcan Stev</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65111</link>
		<dc:creator>Vulcan Stev</dc:creator>
		<pubDate>Thu, 19 Feb 2009 20:31:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65111</guid>
		<description>I honestly haven&#039;t played any D&amp;D at all since my junior year of high school.  My daughter invited me to join her game group.  They&#039;re using 2e rules.  I&#039;ve managed to secure some 2e books.  I&#039;m having a blast playing, but don&#039;t seem to recall the rules being so &quot;crunchy&quot;.  I guess Savage Worlds has spoiled me.

&lt;abbr&gt;&lt;em&gt;Vulcan Stev&#180;s last post: &lt;a href=&quot;http://vulcanstev.wordpress.com/2009/02/17/gaming-in-your-favorite-cinema-universe/&quot; rel=&quot;nofollow&quot;&gt;Gaming in your favorite cinema universe&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>I honestly haven&#8217;t played any D&amp;D at all since my junior year of high school.  My daughter invited me to join her game group.  They&#8217;re using 2e rules.  I&#8217;ve managed to secure some 2e books.  I&#8217;m having a blast playing, but don&#8217;t seem to recall the rules being so &#8220;crunchy&#8221;.  I guess Savage Worlds has spoiled me.</p>
<p><abbr><em>Vulcan Stev&#180;s last post: <a href="http://vulcanstev.wordpress.com/2009/02/17/gaming-in-your-favorite-cinema-universe/" rel="nofollow">Gaming in your favorite cinema universe</a></em></abbr></p>
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		<title>By: Kameron</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65110</link>
		<dc:creator>Kameron</dc:creator>
		<pubDate>Thu, 19 Feb 2009 18:19:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65110</guid>
		<description>What I liked about 2E: it was the first system that motivated me to start toying with rpg design...because I ignored many of the rules anyway due to flavor and/or balance.

Kits was the number one thing I hated about 2E. The plethora of supplements was second, though I didn&#039;t cement my &quot;core-only&quot; philosophy until 3E. The race-based class and level restrictions where silly, and proficiencies didn&#039;t go far enough.

THAC0 never bothered me, though I identify more easily with the &quot;higher is better&quot; AC mechanic.

&lt;abbr&gt;&lt;em&gt;Kameron&#180;s last post: &lt;a href=&quot;http://www.kameronmf.com/2009/01/20/growing-an-outline-into-a-story/&quot; rel=&quot;nofollow&quot;&gt;Growing an outline into a story&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>What I liked about 2E: it was the first system that motivated me to start toying with rpg design&#8230;because I ignored many of the rules anyway due to flavor and/or balance.</p>
<p>Kits was the number one thing I hated about 2E. The plethora of supplements was second, though I didn&#8217;t cement my &#8220;core-only&#8221; philosophy until 3E. The race-based class and level restrictions where silly, and proficiencies didn&#8217;t go far enough.</p>
<p>THAC0 never bothered me, though I identify more easily with the &#8220;higher is better&#8221; AC mechanic.</p>
<p><abbr><em>Kameron&#180;s last post: <a href="http://www.kameronmf.com/2009/01/20/growing-an-outline-into-a-story/" rel="nofollow">Growing an outline into a story</a></em></abbr></p>
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		<title>By: The Game</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65109</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Thu, 19 Feb 2009 18:00:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65109</guid>
		<description>An Addendum to this post.

Stuff I Have Mixed Feelings About:

-Chronomancers. I love this book, absolutely ridiculous in play.
-The art. Boy was that all over the place. WotC&#039;s experience with choosing a more consistent art style shows through in 3e on, whereas 2e was solidly a mixed bag for good and ill.

Instead of harping on THAC0, anyone have their own what you hated/loved/mixed?</description>
		<content:encoded><![CDATA[<p>An Addendum to this post.</p>
<p>Stuff I Have Mixed Feelings About:</p>
<p>-Chronomancers. I love this book, absolutely ridiculous in play.<br />
-The art. Boy was that all over the place. WotC&#8217;s experience with choosing a more consistent art style shows through in 3e on, whereas 2e was solidly a mixed bag for good and ill.</p>
<p>Instead of harping on THAC0, anyone have their own what you hated/loved/mixed?</p>
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		<title>By: TheMainEvent</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65108</link>
		<dc:creator>TheMainEvent</dc:creator>
		<pubDate>Thu, 19 Feb 2009 17:20:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65108</guid>
		<description>@Joshua: THAC0 is a set number being modified rather than one clean system of bonuses.  As for modifiers on both end of the spectrum (AC &amp; to hit), I agree with you.

&lt;abbr&gt;&lt;em&gt;TheMainEvent&#180;s last post: &lt;a href=&quot;http://www.critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/&quot; rel=&quot;nofollow&quot;&gt;5 Things I Loved and 5 Things I Hated About 2nd Edition AD&amp;D&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>@Joshua: THAC0 is a set number being modified rather than one clean system of bonuses.  As for modifiers on both end of the spectrum (AC &amp; to hit), I agree with you.</p>
<p><abbr><em>TheMainEvent&#180;s last post: <a href="http://www.critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/" rel="nofollow">5 Things I Loved and 5 Things I Hated About 2nd Edition AD&amp;D</a></em></abbr></p>
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		<title>By: Joshua</title>
		<link>http://critical-hits.com/2009/02/19/5-things-i-loved-and-5-things-i-hated-about-2nd-edition-add/#comment-65107</link>
		<dc:creator>Joshua</dc:creator>
		<pubDate>Thu, 19 Feb 2009 16:44:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=3114#comment-65107</guid>
		<description>@Dave - I think it&#039;s really just familiarity.  I see Roll + Number GM announces based on difficulty &gt;= Fixed Number Based on skill as entirely equivalent to Roll + Fixed Number Based On Skill &gt;= Number GM announces based on difficulty.  Savage Worlds uses the former as well (Target Number is fixed at 4, all the mods are to the die roll) and I find it perfectly intuitive, despite having used roll + mods vs variable target in my own home-brew for ten years or more.

Moreover, where I see 3+ as going badly wrong is that there are frequent mods applied to &lt;i&gt;both&lt;/i&gt; sides of the equation, so the formula is often Roll + Fixed Number Based on Skill +/- Variable Situational Mods (e.g. -N to roll for trading off attack for damage) &gt; Number GM announces Based on Difficulty +/- A Different Set of Situational Mods (e.g +1 to AC vs certain opponents).  They really should have stuck to explaining everything in the same fashion, so that Dodge, say, was -1 to a specific opponent&#039;s attack roll instead of +1 AC vs. that opponent.

@TheMainEvent - I don&#039;t see it.  Roll 8 + 2 for AC + 1 for Magic Sword &gt;= THAC0 10... unless AD&amp;D 2e had a bunch of stuff that worked a different way?

&lt;abbr&gt;&lt;em&gt;Joshua&#180;s last post: &lt;a href=&quot;http://webamused.com/bumblers/?p=777&quot; rel=&quot;nofollow&quot;&gt;Sure, Why Not?&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>@Dave &#8211; I think it&#8217;s really just familiarity.  I see Roll + Number GM announces based on difficulty &gt;= Fixed Number Based on skill as entirely equivalent to Roll + Fixed Number Based On Skill &gt;= Number GM announces based on difficulty.  Savage Worlds uses the former as well (Target Number is fixed at 4, all the mods are to the die roll) and I find it perfectly intuitive, despite having used roll + mods vs variable target in my own home-brew for ten years or more.</p>
<p>Moreover, where I see 3+ as going badly wrong is that there are frequent mods applied to <i>both</i> sides of the equation, so the formula is often Roll + Fixed Number Based on Skill +/- Variable Situational Mods (e.g. -N to roll for trading off attack for damage) &gt; Number GM announces Based on Difficulty +/- A Different Set of Situational Mods (e.g +1 to AC vs certain opponents).  They really should have stuck to explaining everything in the same fashion, so that Dodge, say, was -1 to a specific opponent&#8217;s attack roll instead of +1 AC vs. that opponent.</p>
<p>@TheMainEvent &#8211; I don&#8217;t see it.  Roll 8 + 2 for AC + 1 for Magic Sword &gt;= THAC0 10&#8230; unless AD&amp;D 2e had a bunch of stuff that worked a different way?</p>
<p><abbr><em>Joshua&#180;s last post: <a href="http://webamused.com/bumblers/?p=777" rel="nofollow">Sure, Why Not?</a></em></abbr></p>
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