IS not 2E.
2E is the best.
- No "cr 2" monsters capable of soaking cannon balls like on 5e.
- Low easy to track numbers
- Class diversity with kits
- Class restrictions on races. Eg - Manlets like Dwarves,
Hobbits halflings can't be glorious magic users
- The best settings was written for 2e. Mystara? Dark Sun? Ravenloft/Domains of Dread? Spelljammer? Planescape? A lot of glorious iconic settings comes on 2e. After WoTC bought D&D, the unique memorable setting that we got is Eberron.
- Kits instead of prestige classes
- No BS tier / power spikes
- Multiclass is discouraged.
Source :
https://rpgcodex.net/forums/threads/why-d-d-2e-is-the-best-edition-ever.138042/
All of those are good things.
No, are not.
Concentration is not an bad mechanic, but GURPS implemented it in a much better way. About attunement the problem is that the limit is the same for an lv 20 fighter and an lv 0 commoner. Thanks to this two mechanics, many extremely deadly enemy abilities had to be nerfed.
men in dresses should suffer
Cryomancer are you going to sit here and listen to this?!
He can't differentiate magical robes with the dresses that his master enchanter forces him to wear...
Jokes aside, I wish that D&D magic was a bit different. Like more risky. If you try to throw explosive fireball with low throw skill in GURPS, you can hit yourself. Many large scale artillery spells would require much ""rounds"" to cast, certain high level spells in D&D could work in an similar way. When D&D initially launched, there was no tier 7/8/9 spells and the initial idea is that such spells would be "rituals". So instead of meteor swarm being an spell which someone can cast in 6 seconds, would be an archmage, lots of reagents and his apprentices using it to nuke an orc army and the party could be in charge of protecting him or assassinating himwhile he is casting.
I still haven't played 5e but I've played 1e to 3.5e as far as 30 years back. I want to address some points brought up in the mentioned thread. Just some base line old school rules, yall can tell me if I'm out of touch.
My table used to play roll 3d6 6 times for attributes, no rerolls, place them where you wish to get the class you wish. Classes like Paladin were prestige classes, and if you didn't make the min requirements, you had to wait. After every single level up, player gets to choose one attribute to roll against to raise it 1 point. So you could choose to easily boost a 7 to an 8, or try your luck to boost an 16 to a 17, etc. This was to simulate growing as a character. The barbarian could learn a thing or two and get smarter, the wizard could get buff from all the trecking, etc.
This is where they grow to fit prestige classes, so its a journey. Not something they start with.
And xp was given for class based incentives. Wizards get xp for finding and reading spellbooks or magical items, thieves for gold stolen and traps, fighters for killing things, Clerics for healing or religious activities, etc. It made groups more dynamic in their goals and in ways they want to deal with things.
Leveling up was not automatic. The pc's had to fight a completely equal opponent in non lethal combat found at a combat school in order to advance in their "guild". If they lose, they are not recognized as next level and must try again. At low levels, they can easily find opponents, but at higher levels, they must start seeking out famous persons of their class and convince them to fight to prove their worth. So leveling becomes a character arc, part of the story.
Magic should be deadly. There shouldn't be an overabundance of casters running around. Failure rates should be lethal to the caster. No matter what level, critical failures should be a risk of every spell cast, and it should cause damage to the caster, even if it wasn't a damage spell. Otherwise, why wouldn't every parent teach their kids to sling spells as soon as they can walk, just for extra protection?
Also, at the end of the day, a sharp metal object going through a skull should be lethal enough. Spells, feats, magical items, everything else should be situational. Weapons should be deadly, unless the target is immune to that specific type or it cast a situational spell to protect itself.
Lastly, 0 HP is where the character goes down without taking permanent injuries. -10 meant death. They could bleed out, but unless someone was still bashing on their head after they fall, they would not die faster or slower, or stabilize themselves.
Im just a simple caveman rpg lawyer, and its very late. My 2 cents.