|photo credit: Aztlek via photopin cc|
The thing that struck me the most about 2e, as compared to more recent editions, is the class design. Classes are far more important than attributes or racial selection, and they have a minimalist approach - only what is needed to accomplish the feel of the class is included in the class.
For instance, the "fighter" concept really just needs armor and the ability to swing weapons fairly well. So it has a good THAC0 progression, can wear armor and shields, and gets a lot of weapon proficiency choices (with specialization as an option).
I found that approach fairly refreshing and the whole session did bring back some memories. We played 3d6-in-order and I used a few house rules:
- All NWPs cost only 1 slot. Why not? And who thinks 3 slots for Weaponsmithing is worth it, anyways?
- Max HP at first level.
- Death is at negative CON with a 1 HP bleed out per round when under 0, unless an ally spends a round stabilizing the character. A successful Healing NWP check on stabilization also restores 1d3 HP (but only once).
- The Rule of Assumption is in effect for food, water, and ammo. Because I still don't want to track those. If pressed, I'd let the rest of Phoenix's Rule of Assumption apply because, really, I don't care about counting torches or whetstones either.
- Instead of the 2e initiative system, I just used Phoenix Initiative cards. The character with a high Dexterity got to use the Fast initiative method. This worked great and let us have individual initiatives while avoiding extra calculations that go with weapon speeds, casting speeds, etc. in 2e.