Comparing the 2E and 5E D&D rules
JuliusBorisov
Member, Administrator, Moderator, Developer Posts: 22,754
in Off-Topic
When I've learned that Beamdog is about to start (or has already started) working on a new 5E BG-esque game, for me, as someone who had known 2E rules back in the day but then dropped it when the 3E and later editions had come out due to major changes, the main thing has become to learn the 5E.
For about 15 years the only new experience and knowledge I have been getting about D&D rules were BG games. I may be funny for some people, but it's still true.
For some time now, I've been learning the 5E.
A complete copy of the D&D Basic Rules can be downloaded from the WotC - http://dnd.wizards.com/articles/features/basicrules?x=dnd/basicrules.
It has let me (and still lets) to learn a lot about the latest edition of the D&D rules.
But due to my specifics (the fact that post-2E rules have been mostly ignored by me), the main thing for me is not only learning the 5E as a whole, but comparing the 2E and 5E, finding similarities and differencies between the two.
I think it's probably the best time to compare them, as BG majorly was based on the 2E, while a new game will be based on the 5E.
I'll share my findings in this thread and will be very gratuful to any other contributions to this subject.
For about 15 years the only new experience and knowledge I have been getting about D&D rules were BG games. I may be funny for some people, but it's still true.
For some time now, I've been learning the 5E.
A complete copy of the D&D Basic Rules can be downloaded from the WotC - http://dnd.wizards.com/articles/features/basicrules?x=dnd/basicrules.
It has let me (and still lets) to learn a lot about the latest edition of the D&D rules.
But due to my specifics (the fact that post-2E rules have been mostly ignored by me), the main thing for me is not only learning the 5E as a whole, but comparing the 2E and 5E, finding similarities and differencies between the two.
I think it's probably the best time to compare them, as BG majorly was based on the 2E, while a new game will be based on the 5E.
I'll share my findings in this thread and will be very gratuful to any other contributions to this subject.
6
Comments
In the 2E, ability scores were determined randomly, with random 3d6 rolled in order being the default method.
This meant that players sometimes had radically different ability scores.
Races and Classes had minimum ability score requirements for entry, and if you were using the default method it was extremely rare to randomly generate a character that could qualify to be certain classes (like the Paladin, who required 12 Str, 9 Con, 13 Wis, and 17 Cha).
Each Ability Score had it's own chart which determined your bonus or percentage chance for success for various specific things, and the bonuses provided were not consistent between Ability Scores. (18 Strength gave you a +1 to hit and +2 to damage, 18 Dexterity gave you a +2 to Reaction, +2 to ranged attacks, and -4 to your Defensive Adjustment).
Only Warriors (Fighters, Paladins, Rangers) could benefit from a Constitution bonus of +3 or higher, which meant that Warriors almost always had much higher hit points.
Only Fighters could benefit from "Exceptional Strength" - if you had 18 Strength at the time of character creation, you got to roll 1d100 to determine if it was permanently higher.
This typically gave Fighters a very useful additional Strength bonus at low levels, which was typically replaced by a magic item at mid-levels. Also, Charisma could be a surprisingly important Ability Score at higher levels, because it determined the number of Henchmen you had, their base loyalty percentage, and your reaction adjustment (interactions with NPC's).
The 5E uses the same ability scores from every previous edition (including the 2E): Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
The bonuses provided by ability scores are standardized using the methodology (as I've learned it now) from the 4E and 3E (10 = 0, 12 = +1, 14 = +2, etc).
As you gain class levels, you gain the option of ability score increases (or Feats), which are part of your class chart (and not part of your character level progression). An ability score cannot be increased past 20 (+5 bonus) with a few rare exceptions.
The standard methodology for determining Ability Scores is roll 4d6, drop the lowest die, repeat until you have six scores, then assign the scores as you prefer, then apply racial modifiers. They also offer up a standard array and point buy as alternative methodologies. Using the point buy method, the highest score you can get prior to racial modifiers is 15 and the lowest is 8.
Races
In the 2E there were Dwarf, Elf, Gnome, Half-Elf, Halfling, and Human. Half-orc appeared in the 1E and then in the 3E, being skipped in the 2E.
Non-Human races had minimum ability score requirements. So you couldn't be a Dwarf without 8 or higher Strength and 11 or higher Constitution.
Races also had class restrictions. For example, only Humans could be Paladins, and you couldn't be a Dwarf Wizard.
Humans had no special abilities or bonuses other then unrestricted class choice, which meant that players rarely chose to play a human unless they wanted to play a class or class combination limited only to humans.
Racial bonuses were generally small or situational, with the most noteworthy and useful being the scaled Constitution based Dwarf and Gnome bonus to Saving Throws against all poison (Dwarf only), wands, staves, rods, and spells, which was somewhat balanced out by a random chance of failure when using some types of magic items.
Certain race/class/level combinations were strictly more optimal then others.
In the 5E races in the Basic rules there are Human, Elf, Dwarf, and Halfling. The Player's Handbook adds the Dragonborn, Gnome, Half-Elf, Half-Orc and Tiefling. The Dungeon Master's Guide adds Aasimar as an example of how to make your own custom race.
Race provides a package of fluff, age, size, speed, ability score modifiers, and some special abilities, some of which are useful. Some races have sub-race options, which add an additional ability score modifier and ability.
Some race/class combinations are still clearly more optimal then others. For example, most players probably won't choose to play race or subrace that grants an Intelligence bonus unless they want to play a Wizard, because Intelligence is only useful for playing a Wizard, occasional Skill checks, and very rarely a Saving Throw.
[spoiler=classes under the scope]
Human: +1 to all six ability scores, Medium, 30 ft speed, bonus language. Variant Human Traits gives you +1 to any two ability scores of your choice, a Bonus Feat (the only way to get a Feat at first level), and Proficiency in one Skill of your choice.
Dwarf: +2 Con, Medium, 25 ft speed, Darkvision, Advantage and Resistance vs. Poisons, mostly useless Stonecunning, some minor/fluffy weapon and tool proficiencies. Hill Dwarf sub-race adds +1 Wis and +1 hit point per level. Mountain Dwarf sub-race adds +2 Strength and light and medium armor proficiency.
Elf: +2 Dex, Medium, 30 ft speed, Darkvision, Perception Skill Proficiency, Advantage vs Charm, Immune to magical sleep, Long Rest only takes 4 hours. High Elf sub-race adds +1 Int, a Wizard Cantrip, an extra language, and some weapon proficiencies. Wood Elf sub-race adds +1 Wis, higher base movement, and camouflage. Dark Elf (Drow) sub-race adds +1 to Cha, superior darkvision, sunlight sensitivity. Eladrin subrace (5E DMG pgs 286-287) adds +1 Int, Misty Step spell once per Short or Long Rest. All of the subraces also add a few weapon proficiencies.
Gnome: +2 Int, Small, 25 ft speed, Darkvision, and Advantage on mental Saves vs magic. Forest Gnome sub-race adds +1 Dex, minor illusion cantrip, and speak with small beasts. Rock Gnome sub-race adds +1 Con, a higher proficiency bonus on some Intelligence (History) checks, and a fluffy but useless tinker ability.
Halfling:+2 Dex, Small, 25 ft speed, Lucky (potent reroll ability), Advantage vs Frightened, can move through larger creature's spaces. Lightfoot sub-race adds +1 Cha and Naturally Stealthy ability. Stout sub-race adds +1 Con and Advantage and Resistance vs. Poisons.
Half-Elf:+2 Cha, +1 to any two other ability scores, Medium, 30 ft speed, Darkvision, Advantage vs Charm, Immune to magical sleep, and two extra Skill proficiencies of your choice.
Half-Orc:+2 Str, +1 Con, Medium, 30 ft speed, Darkvision, Intimidation Proficiency, a Diehard-like ability, and bonus damage on critical hits with a melee weapon.
Tiefling: +2 Cha, +1 Int, Medium, 30 ft speed, Darkvision, Resistance to Fire, and some minor spells.
Dragonborn: +2 Str, +1 Cha, Medium, 30 ft speed, a weak-ish breath weapon, and resistance to one energy type.
Aasimar: +2 Cha, +1 Wis, Medium, 30 ft speed, Darkvision, Resistant to Necrotic and Radiant damage, Light cantrip, and as you gain levels you also get Lesser Restoration and Daylight once per Long Rest. (DMG pgs 286-287).
[/spoiler]
Classes
In the 2E your class chart determined the rate at which you gained Skill ranks, hit points, Saving Throw bonuses, base attack bonus, plus starting weapon and armor proficiency.
Arcane magic users were extremely fragile unless they had defensive spells active.
Classes had subclasses which provided the same progression of bonuses/saves/etc but different class abilities.
Classes had racial and minimum attribute requirements, so you couldn't be a Paladin unless you were a human with 12 Str, 9 Con, 13 Wis, and 17 Cha.
Classes required different amounts of experience to gain a level.
And after a certain level, you only gained a small fixed number of hit points, instead of rolling an additional hit die.
Only Rogues and Bards could do certain things (Pick Pockets, Move Silently, Hide, Open Locks, Disarm Traps).
In the 5E each class has a unique chart of things that it does. Each class gains at least one new ability from their class chart every level. There are subclasses, which allow you to swap out a package of class abilities for a different package.
Your class choice determines your hit points, hit die, Proficiencies, and class abilities. Within the first three levels, every class must also choose a subclass, which provides a different package of class abilities at certain levels.
[spoiler=races under the scope]
Barbarian: d12 hit die/hit points per level, light and medium armor, shields, simple and martial weapons, Strength and Constitution Saves Proficiency, 2 Skill proficiencies. The new and interesting ability is a dramatically improved Rage. Otherwise the class basically just grants bonus damage, plus Advantage on various rolls. Primal Path subclass options are Path of the Berserker (more offense) and the Path of the Totem Warrior (more defense or other options).
Bard: d8 hit die/hit points per level, light armor, simple weapons plus a few extras, any 3 Skill proficiencies, Dex and Cha Save Proficiency, some very useful bardic performance abilities, and 9th level spellcasting from the bard spell list, plus the ability to cherry pick a small number of spells from other class lists. College subclass options are College of Lore (better spells) and the College of Valor (better armor/shield and Extra Attack).
Cleric: d8 hit die/hit points per level, light and medium armor, shields, simple weapons, 2 Skill proficiencies, Wisdom and Charisma Save Proficiency, full spell casting up to 9th level spells from the cleric spell list, Channel Divinity (Turn Undead plus Domain abilities), and a package of domain related abilities. The new and interesting ability is Divine Intervention, where you can call for aid from your god directly once per week and have a small % chance of your deity intervening, as determined by your DM. Your 20th level capstone ability is that it works automatically. Domain subclass options are Knowledge, Life, Light, Nature, Tempest, Trickery, and War.
Druid: d8 hit die/hit points per level, light and medium armor, shields, (though no metal armor or shields), some limited weapons, 2 Skill proficiencies plus the Herbalism (healing) kit, Intelligence and Wisdom Save Proficiency, full spell casting up to 9th level spells from the druid spell list, open ended Wild Shape starting at level 2 (though you can't cast spells while in Wildshape until level 18), and a few other minor abilities. Circle subclass options are Circle of the Land (better spells) or Circle of the Moon (better Wildshape).
Fighter: d10 hit die/hit points per level, all armor and shields and weapons, 2 Skill proficiencies, Strength and Constitution Save Proficiency. Gets bonuses to-hit, damage, and AC, gains Extra Attacks, reroll a Saving Throw, or heal some damage to himself. The new and interesting ability is Action Surge, which gives the Fighter an extra Action once (or twice at very high levels), which can then be restored with a Short Rest (1 hour). Fighter is also the only class that gets up to four default attacks per turn (everyone else is limited to one or two, not counting attacks from things like two weapon fighting, spells, etc). Martial archetype subclass options are Champion (simple option, increases critical hit chance), Battle Master (adds some basic combat maneuver options), or Eldritch Knight (adds one-third casting).
Monk: d8 hit die/hit points per level, no armor, simple weapons and short swords, 2 Skill proficiencies plus artisan's tools or a musical instrument, Strength and Dexterity Save Proficiency, and a lot of abilities similar to the Pathfinder Monk (though arguably much stronger). Monastic tradition subclass options are Way of the Open Hand (augments unarmed strike), Way of Shadow (Stealth related), or Way of the Four Elements (adds energy effects). The Monk is mobile class with a variety of special defenses (especially at higher levels) and a few useful offensive tricks.
Paladin: d10 hit die/hit points per level, all armor and shields and weapons, 2 Skill proficiencies, Wisdom and Charisma Save Proficiency, 1st through 5th level spellcasting from the paladin spell list, and a variety of other abilities similar to the 3.5 Paladin (though arguably much stronger in some ways). Few of the base class abilities are particularly new to players familiar with previous versions of the Paladin, though they are a lot more effective. Oath (Code of Conduct) subclass options are Oath of Devotion, Oath of the Ancients, and Oath of Vengeance.
Ranger: d10 hit die/hit points per level, light and medium armor, shields, all weapons, Strength and Dexterity Saves Proficiency, three Skill proficiencies, and a variety of other abilities similar to the Pathfinder Ranger. Ranger Archetypes are Hunter (better attacks and defense) or Beast Master (Animal Companion with a nerfed action economy).
Rogue: d8 hit die/hit points per level, light armor, simple weapons plus a few extras, 4 Skill proficiencies plus Proficiency with Thieves' Tools, Dexterity and Intelligence Save Proficiency, various abilities that make Skill checks better, very easily triggered Sneak Attack once per turn, Evasion and Uncanny Dodge (which are way better then the 3.5 versions). The new and interesting ability is Cunning Action, which lets you Hide, Disengage (avoid Opportunity Attacks), or Dash (move faster) as a Bonus Action. This means that under the right conditions you can move, Sneak Attack, move some more, then hide (avoiding counter attacks) every turn. Roguish archetype subclass options are Thief (Skill options), Assassin (ambush and kill), and Arcane Trickster (one-third casting from illusion and enchantment spells).
Sorcerer: d6 hit die/hit points per level, no armor proficiencies, crud weapons, 2 Skill proficiencies, Charisma and Constitution Save Proficiency (with the latter being very important for Concentration rules, see below), full casting from the Wizard/Sorcerer. The new and interesting ability is Font of Magic, which gives you Sorcery Points that you can use to recover spells or use metamagic effects. Origin subclass options are Draconic Bloodline or Wild Magic.
Warlock: d8 hit die/hit points per level, light armor, simple weapons, Wisdom and Charisma Save proficiency, two Skill proficiencies. Patron subclass options are Archfey , Fiend, and Great Old One. On first glance at the Warlock's chart it appears to be a half-caster that can restore its limited spells with a Short Rest (unlike every other spellcaster, which needs a Long Rest) that also gets a number of at-will Invocations and some continuous magic buffs from your Patron. But read the details and you realize that its another full spellcaster with access to 1st through 9th level spells, though it gets just one 6th, 7th, 8th, and 9th level spell per Long Rest.
Wizard: d6 hit die/hit points per level, no armor proficiencies, crud weapons, 2 Skill proficiencies, Intelligence and Wisdom Save Proficiency. Full casting from the Wizard/Sorcerer spell list, and a package of metamagic like effects that improve various spell effects or give you additional spell uses. The new and interesting ability is Arcane Recovery, which restores spell uses, and a few very high levels abilities that allow you to cast some low level spells at-will. Wizard Arcane Tradition subclass options are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. (Based on the traditional schools of D&D magic).
[/spoiler]
Magic
In the 2E spells had a casting time counted in initiative points, with most higher level spells taking longer to cast. If you take damage in any way during that time, you automatically lose the spell. Which meant that it was very risky to cast higher level spells in combat if you faced quick and/or smart enemies.
Memorizing spells took much, much longer for higher level spells. And random encounters outside of town was the default rule, so resting to restore spells mid-dungeon crawl was a time consuming and risky endevour.
Non-Warriors of all kinds were usually much more fragile (as their bonus hit points from Constitution were limited to +2 per level and their armor was typically more limited). Damaging spells were very powerful than they were in 3e and 4E due to those editions' hit point inflation.
Wizards had to find spells, learn them (and there was a chance that you failed to learn them if your Intelligence wasn't high enough), and add them to their spellbooks, which was both time-consuming and expensive.
Druid and Cleric spells only went up to 7th level, not 9th level like the Wizard.
Paladins could still get up to 4th level Cleric spells though.
Many spells had specific drawbacks; Fireball and Lightning Bolt could easily hit you and/or other party members if you targeted them wrong, Haste permanently aged it's targets, using Shout more then once per day could deafen you, you had to make a system shock roll that could kill you when Polymorphed, etc.
Although the 5E borrows a lot of the same vocabulary and appears superficially the same, the mechanics, resource management, and tactics used by 5E spellcasters are different, and direct comparisons can be confusing.
In the 5E spellcasters appear to have fewer "I win" buttons then before and can't just stack a bunch of buff spells to become "better then the Fighter at fighting." But once you learn their resource management, they never truly run out of resources while you're adventuring, unlike the 2E where running out was a common event at low levels.
Magic users can prepare a number of spells each day. They can then cast from that list spontaneously.
Spells do not automatically scale, as they usually did in the 2E. Instead you must cast a spell using a higher spell level slot if you want to increase it's effect. Thus a 20th level Wizard that casts the 1st level Magic Missile spell only deals 2d4 + 5 Force damage when he casts it out of a 1st level slot. If he wants it to increase the damage he must choose to spontaneously cast it out of a higher level spell slot.
This is important because high level spellcasters actually have very few high level spell slots available. It also means that some spells are useful around the level you first learn them, but not at higher levels.
Spell uses can be restored by a Long Rest (8 hours, or with a Short Rest for spells below 6th level if you're a Warlock). The Sorcerer and Wizard also can also replenish some spell uses using their respective class abilities. In addition, the Wizard gets a few high level class abilities that allows some low level spells to be used at-will.
Spells with the "Ritual" tag can be cast out of their base spell level "for free" without using a spell slot by increasing the casting time to 10 minutes. Ritual Spells include many utility and divination spells, but not all of them.
The Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard each get at-will Cantrips ("0th level spells") so they always have something to do that doesn't require using a crossbow or some other Dexterity or Strength dependent weapon. They're much more impressive then Cantrips from previous editions, but less useful then 1st level or higher spells. They're basically on part with At-Will Powers from 4E. Warlocks also get small number of at-will Invocations, which are equivalent to various low-mid level spells.
Between Rituals, Cantrips, and various class abilities which provide spell-like abilities and restore spell uses, saying that a spellcaster gets "X spell uses every game day" is usually incorrect and misleading, since it is more like a pool of spell uses, some of which get emptied and refilled throughout the game day.
Many spells with a duration now require Concentration (but not all). You can only have Concentration on one spell at a time. Whenever you take damage while you are Concentrating on a spell, you must make a Constitution Saving Throw that scales with damage or the spell ends.
Spellcasters of all kinds can cast spells while wearing armor, as long as they're proficient in it.
A huge thanks goes to http://www.giantitp.com/forums/showthread.php?358474-A-Grognard-s-Guide-to-5E-D-amp-D-Rules&s=af12c35560e696a73a37435e2445df45
https://www.reddit.com/r/dndnext/comments/2crldi/early_phb_release_a_quick_summary/
http://www.enworld.org/forum/showthread.php?357793-Finally
There's a problem just under "Races" with the first sentence, regarding half-orcs. The statement is self-contradictory. It lists half-orcs as a playable race for 2E (false), and then says "half-orc appeared only in 3E" (false). So I'm not sure what it's trying to say, although both premises in the contradiction are false.
Half-orc was a playable race in 1st edition AD&D, which I remember from my first player's handbook, although no one in my group played one.
According the Wikipedia reference chart below, the half-orc playable race was removed in 2E, then returned for 3E.
https://en.wikipedia.org/wiki/List_of_character_races_in_Dungeons_&_Dragons
Although as Belgarath mentions, I don't recall any player ever wanting to play one so my memories may be faulty.
One thing I like about 5th over 3rd is adding 2 points for ability raises instead of 1, that get rid of the "wasted" point, since the ability bonus only changes every 2 points.
So far I'm really liking the 5e rules. It's 2e-ish enough that I feel comfortable, minus nonsensical 2e restrictions, plus good stuff (both new and from 3e). One thing I love already is that every class is at least d6 for hit dice, and first level is always a max HP roll (modified by the normal bonuses and penalties such as CON).
From a CRPG perspective, there's a lot of stuff that I wonder how it could be implemented. Many classes give special die rolls that the player can opt to use at specific points during combat, always after a die roll for a check but before they know whether the check succeeds. E.g. bards receive a Bardic Inspiration ability, which allows them to add a d6 to any save, attack, or ability roll once in a 10-minute window. I just don't see an easy way to implement that in a CRPG--pause and check before every roll, try to generalize it in such a way as to eschew player input, or try to apply it selectively via algorithm. None of those are attractive options.
Yes, half orc was a core race in 1st edition, and a supplemental playable race in 2nd. I don't recall anyone actually wanting to play one either!
But then this question arose again. So I did a bit of searching on the subject. The Players' Handbook for the 2E, ver. 1, didn't include half-orcs. http://www.orbisrpg.co.uk/Planescape/players_handbook.pdf
But the Players' Handbook, ver.2, included them. http://www.kevindekker.com/dnd/files/phb2.pdf
So it looks like the Wiki says it right: "In second edition the half-orc was no longer a standard player character race, and half-orcs were largely removed from the basic rules, as part of a wide attempt by TSR to remove controversial topics from D&D".
The Dungeons & Dragons FAQ by Wizards of the Coast, mentions that Half-orcs in AD&D 2nd edition if compared to 1st edition were no longer a standard player character race. http://www.webcitation.org/query?url=http://www.wizards.com/dnd/DnDArchives_FAQ.asp&date=2008-10-03
So, I guess the edited version of "Half-orc appeared in the 1E and then in the 3E, being skipped in the 2E" should stay.
My brother and I talked about that ability at length over Thanksgiving, and we came up with the following alternative: This gives the Bard an ability that makes their allies more effective, without forcing other players to partake in a mechanic they may not understand. It's active, it uses the action economy, and it utilizes an existing mechanic (advantage) instead of creating a new system of scaling modifiers.
It also has the benefit of not being obviously musical in nature, leaving it open to interpretation of the Bard's player wants their character to be a poet or actor instead of a flautist.
If it's turn-based, that's easier; you press a button at the appropriate time during someone's turn, and it activates your "Available Reactions" menu, or something. If it's real-time, you'd have reactions and actions and bonus actions all on separate cooldown timers, so it would basically be just an instant-use action ability that you'd use whenever it seems appropriate.
You can also see http://dnd.wizards.com/articles/features/character_sheets and https://www.reddit.com/r/dndnext/comments/2iyydv/5th_edition_editable_pdf_character_sheets/