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D&D 3.5 vd AD&D 2nd Edition; Whats the major differences?
Tweet Topic Started: Sep 20 2006, 09:17 AM (363 Views)
PillBox Sep 20 2006, 09:17 AM Post #1
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Well, I posted a while back in another topic about playing with woman, and mentioned that I'd be starting a 2nd Edition game to teach my girlfriend.

However, it seems that in the move (From London to York) I have lost my Players Handbook and Dungeon Masters guide. So, I ordered the new version of the game (3.5, so I believe) and am wandering what is the major changes? Anything I should be aware of, and and tips?

Thanks.
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kismetrose Sep 20 2006, 12:27 PM Post #2
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There have been a good many changes, more than we'll be able to post here. I'll get the ball rolling by saying that they don't have THAC0 anymore. Armor class does not run into the negative numbers; when my friend first told me that her character had an AC of 20 my jaw hit the floor - until she told me that they flipped THAC0 so that more is better. Now, if you want to strike you have to add your base attack bonus, which goes up by level, to your strength modifier (for melee) or your dexterity modifer (for ranged). That number is what you add to your roll.
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Fixxxer Sep 20 2006, 12:31 PM Post #3
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Except for the retaining of certain key words, such as "beholder," "swords" and "dungeon," there are no similiarities between the two systems at all. They both accomplish the same thing (fun D&D around the table), but comparing them is like trying to compare a swordfish to a bowling ball.
In my mind, it is that simple. But then, I'm simple minded. -Didge-
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kismetrose Sep 20 2006, 01:02 PM Post #4
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Knowing second edition helped when I was learning third. I knew the basic concepts behind D&D - like, I knew what a cleric was about. The classes have all been changed, but knowing what they were like helps and it made me appreciate the changes more. Likewise, many of the monsters are the same concepts, though their application is different and they're printed in four books instead of one with less information but better artwork. But nevermind that.

So yeah, PillBox - the core mechanics have been changed so things will be very different. The core classes have all been changed but there will be many recognizable features about them. The game has been entirely reoutfitted but you will find many recognizable things about it.
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PillBox Sep 20 2006, 01:50 PM Post #5
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Ok, sounds cool. I did notice that you can actually add points to your characters abilities at certain levels - something I always thought makes sense. That looks pretty cool.


I did play NeverwinterNights with my girlfriend for a long time, but never really took notice of the rules.

The books are in the post, and it seems I have some reading to do. I liked the THAC0 system, but hey, from what I do know about 3.5 is that it sounds so much more customiseable - can Wizards actually use Swords and wear armour now? Its almost like jumping from the Basic/Expert etc set to AD&D - sounds promising.
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kismetrose Sep 20 2006, 01:59 PM Post #6
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Ok, sounds cool. I did notice that you can actually add points to your characters abilities at certain levels - something I always thought makes sense. That looks pretty cool.

Actually, yes, that is pretty cool, and there are lots of other things that you're going to see that you'll probably like. Keep in mind that the new system uses a decent skill system and uses it a lot. When I played 2nd edition nonweapon proficiencies didn't mean much, but in the new D&D skills can be very vital, especially to the rogue. Every class has its most important related skills, and skills are used a lot.
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I did play NeverwinterNights with my girlfriend for a long time, but never really took notice of the rules.

Well, NWN might have given you a bit of an idea about the system but have a look at the game again after you've learned it a bit.
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The books are in the post, and it seems I have some reading to do. I liked the THAC0 system, but hey, from what I do know about 3.5 is that it sounds so much more customiseable - can Wizards actually use Swords and wear armour now? Its almost like jumping from the Basic/Expert etc set to AD&D - sounds promising.

Yes, you do have reading to do, and yes the new system can be very flexible depending on who you're gaming with. If something's puzzling, though, come on back and we'll hash it out here.
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PillBox Sep 20 2006, 02:32 PM Post #7
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Another Question ... Are there any sites/publications concerning Conversion from AD&D 2nd to 3.5? Reason I ask is that I still have the Original Forgotten Realms Boxed set, plus the Curse of the Azure Bonds 'Module'..... ?
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DarkElf Sep 20 2006, 06:57 PM Post #8
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Except for the retaining of certain key words, such as "beholder," "swords" and "dungeon," there are no similiarities between the two systems at all. They both accomplish the same thing (fun D&D around the table), but comparing them is like trying to compare a swordfish to a bowling ball.

They both hurt if someone throws one at you :)....Bowling ball and a swordfish
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Fixxxer Sep 20 2006, 07:48 PM Post #9
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There's a pamphlet guide to converting 3.0 to 3.5. Additionally, there are a few sources on the net that deal with converting 2nd edition to 3.0, but they're shaky at best. I think your best bet is to simply learn the 3.5 rules, play for a while, then perform the conversion yourself. Believe me, with the ease of use of the 3.5 ruleset, that'll be easier than you think. You might also want to talk with MinusInnocence. He's registered here, though I'm not sure if he's ever posted or not. He's registered on the WotC forums, but I'm not sure if he posts over there anymore either. Finally, he's registered on the D&D Archive forums and I know he posts there. He has done several 2nd edition conversion, most notably Night Below. You might ask him if he's already done the work for Curse of the Azure Bonds.
In my mind, it is that simple. But then, I'm simple minded. -Didge-
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kismetrose Sep 21 2006, 01:54 AM Post #10
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I wouldn't worry about conversion until you've had a good look at the 3.5 books and maybe run a test game or two, to see how things are in action. A little experience with the new system will give you an idea of how it all fits together. I know this sounds slow but from what I've seen, reading the books just isn't enough, even for very bright people. Sometimes you need to see how it plays out. Other times, questions don't clear up until you actually sit down and give something a test drive. Once you've let the information settle a bit, then I would look at converting things.

I would also suggest that you at least give a glance at the new FR materials so you can see how WotC deals with everything. A lot of the information is pillaged from the 2nd edition books and simply updated for the system, but honestly, the FR main campaign book has been one of the most useful D&D books on my shelf, hands down. (It helps that we like the Realms and use it a lot.) The FR main book was released during 3rd edition but they just updated the system in the FR Player's Guide and left the rest alone.
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Fixxxer Sep 21 2006, 04:26 AM Post #11
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Alternately, if 3.0 to 3.5 conversion doesn't sound fun, you could use the Eberron Campaign Setting book instead.
In my mind, it is that simple. But then, I'm simple minded. -Didge-
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Fixxxer Sep 21 2006, 04:32 AM Post #12
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As a side note, I neglected to provide a link to any of the sources I mentioned above.

http://www.wizards.com/default.asp?x=dnd/dnd/20030718a
In my mind, it is that simple. But then, I'm simple minded. -Didge-
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