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==AD&D 2nd Edition== [[Image:AD&D2E1stprint.jpg|thumb|AD&D 2nd edition's first print.]] This edition added a whole lot of modular rules and fluff material. The core methodology of 1E was still in place, slightly more basic in scope. It also added a huge amount of optional rules from ''Unearthed Arcana'' and the ''Survival Guide'' books. For the most part, the core books work as described above, so this is what's different: ===THAC0=== 2E took the combat matrices and made them uniform in function. Every class or kit in the game falls under one of 4 categories, and each category has a different rate of improvement. Fighters, obviously, get the best rate, while non-physical fighters get the worst. The statistic used to implement these categories was called THAC0. '''THAC0''' stands for '''T'''o '''H'''it '''A'''rmor '''C'''lass '''0''' (zero); it's the minimum number you needed to roll on a d20 in order to hit something with AC 0 (which means the lower your THAC0, the better for you). To handle other armor classes, you subtracted the target's AC from your character's THAC0, and then tried to roll at least this number. DMs often did not share the enemy's AC, in which case you would roll a d20, and <s>subtract it from your THAC0 to show the lowest AC that you could hit.</s> wait for the DM to tell you if you hit since it's his job. Opinions of this mechanic are divided; some say it's overly complicated and non-intuitive ([https://www.penny-arcade.com/comic/2022/04/08/less-is-more-2 negative ACs being a common argument]), while others don't mind all the basic subtraction (also, thac0 progression can just be thought of as to-hit bonus, negating any math besides being able to reverse your added result in order to know what AC you hit). Others just say that no matter how retarded it is, it's preferable to rolling on a table for every attack. ===Complete (insert something here) Handbooks=== There are a lot of people who want to play something unique, detailed and some people who just want the various bits of fluff to help describe their characters. The Complete Series Brown books detailed limited aspects of the 2E game rules, added optional rules, and player kits to play specific versions of a class. Other resource books that used the same format followed, like the Arms and Equipment guide, Of Ships and the Sea, and others. The Historical Reference books (referred to as the green books) allowed players and DMs to approximate historical situations using the AD&D 2E rules. ===Box Sets=== Well, 1E had box sets as well, but they really became prolific in 2E. The box sets offered new worlds, new developments in some worlds, and fluff the likes of which are hard to match even today. ''Masque of The Red Death'', ''Planescape'', and ''Dark Sun'' are notable campaign setting box sets. [[Image:AD&D2E2ndprint.jpg|thumb|left|AD&D 2nd edition's Revised printing. Only the layout changed.]] ===Where's the Monster Manual?=== Early in the 2E cycle, TSR decided that instead of releasing book after book of monsters, they would sell a huge binder with the basic monsters in it, and sell packs of sheets to fill it with. Each box set would have sheets with monsters specific to the setting in it, and "galleries" of NPCs and special monsters. They called the binder the ''Monstrous Compendium'', and they eventually released a second binder anyway. It was still much cheaper than publishing books. Eventually TSR would listen to demand and release a basic ''Monstrous Manual'' with the most common critters in it. After the cessation of the binder production, new printings of box sets would have little paperback supplements to the monster manuals instead of the punched sheets. ===Devils and Demons=== After the mess from Patricia Pulling and Jack Chick, [[Lorraine Williams]] decided to have Demons and Devils pulled from AD&D 2E. The designers snuck them back in, but changed the names to [[Tanar'ri]] and [[Baatezu]]. Most players referred to them as Demons and Devils though, until the new names gained more proliferation in TSR branded novels. (Specifically, ones about a Balor and a Gary Stu munchk-assed Drow.) At least two 2e supplements (Diablo: The Awakening, which is surprisingly a good supplement for non-Diablo campaigns, aside from the item tables, and Van Richten's Guide to Fiends) make reference to demons, however. And [[Planescape]] winked and nudged at their direction even under You-Know-Who, especially after she sold TSR to Wizards 1997. ===WHERE ARE DEM 'ALF ORKY GITZ??=== Lorraine thought they were ugly. Seriously. Unpleasantness on the part of the player was nixed. It's the same reason the Assassin class went buh-bye. Half-orcs made a useless, underpowered return in the Complete Book of Humanoids. A powerful and barely changed version of the assassin shows up in The Scarlet Brotherhood. ===Whoa, at least there's fluff.=== If 1E lacked fluff, 2E had too much. From specific campaign setting spell books like ''Pages from the Mages'', to the ''Book of Artifacts'', ''Encyclopedia Magica'' and the ''Priest and Mage Spell Compendium'' series. You also had Dungeon cards, Racial supplementals, etc. The goal of many of these books was to increase the variety and help DMs create unique and interesting worlds using the examples within as a starting point to make their own. There were no real rules about creating this content due to the designers expecting people to actually think about what they're doing so it was very easy to have DMs make something absolutely broken or truly unique and fun (or both). ===OPTION BOOKS=== The Option series brought in several piecemeal procedures for character and scenario creation. Due to a no-playtesting policy at TSR, many builds under the OPTION books can be horribly broken. Allow these at your own risk, DMs. OPTION Series books are often referred to as 2.5 by newbies looking for some sense of revenge after 2E fans made fun of them when Wizards released 3.5. It's not 2.5; none of the core books are invalidated or changed. The OPTIONs are broken, but they still require the 2E core books and as such are still 2E, much as it pains most fans to admit it. Although there are broken class combinations possible under the Option series assuming the DM ignores the fact that he is supposed to provide oversight (notably, it's possible by not turning the page and reading the additional rules on page 40 of S&M to make a priest character who can use Meteor Swarm as an at-will ability), the series also introduces or reintroduces balanced and archetypal classes such as the Monk, Crusader and Shaman and provides critical special abilities for level 10+ characters. Amongst the latter, the Hardiness ability, usable by fighters, paladins, and rangers, allows those characters to delay more "unfair" attack forms such as instant death, paralysis, energy drain and mind control spells briefly, and then to sleep off the effects. Many aspects of these books, such as Combat & Tactics combat systems, and many of the options from High Level Campaigns, made it into 3e. ===Longevity and History=== The game had amazing product and lots of fluff. Just to give you an idea of the amount of content created for the game: 3625 Unique Monsters (4237 if you count official magazines), 2066 Wizard Spells, 1310 Priest Spells, 10 Campaign Settings, 5 "Sub-Settings", and more Adventures than I'm going to bother counting. However the business plan was pretty shit. The combination of high quality materials, low relative selling cost, the glut of settings and material for them, the broken gameplay issues later on due to the no-playtesting policy, meant that TSR basically wrote its own ticket to failure. Still, the game plodded on for an amazing 11 years until ''[[Dungeons & Dragons 3rd Edition]]'' was released.
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