Been really digging into 2e lately. There's a lot to like here but there's quite a lot of stuff that feels like holdovers from earlier editions. Just to list a few things:
- Classes having different XP rates at which they gain levels
- Non-human races being unable to level up all the way
- The whole dualclassing/multiclassing dichotomy
- Druids having an entire tournament arc build into their leveling process
- Some of the weird notations. Fighters after a certain level get 5/2 attacks if they specialize, a kind of notation that is explained only once (in the dual wielding rules of all things)
- The whole percentile die on Strength thing
- Stat requirements for classes, meaning that if you roll poorly you can't play the class you want to play. The most obvious example is the Paladin, who requires a 4 in 216 roll (or just over 1.9%) if you just want the charisma to be one, and that's ignoring the three other attributes that require a minimum level. Then there's the chance of you not being able to play anything just because you rolled poorly for four different stats. Then there's the really tough stuff from other books, like those specialized wizards who have two opposing schools of magic at the cost of everything else, two of whom require a 16 in 3 different stats
- How incredibly flimsy your character can be. Past this edition you always got the max HP of your Hit Dice at first level, but in 2e you're only one poor roll away from being less durable than your average kobold or goblin
I still have a lot of digging to do, especially into the magic system, but this looks like it can be good fun.