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Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 11:13 am
by MedievalMan
I would run 2E if I had the group to do it. I have a love affair with that game for some reason. Its just a cleaned up 1E combined with BasicE which fits my style just fine. If I had the option I would like to run a FR 2E game in the future.
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 11:24 am
by Dimirag
I've played Basic, which isn't bad
Then we switched to Advanced, which is a little better.
As I said, I'm waiting we start using 2ed, its smoother in some aspects...
Then it comes 3rd... which i don't like it.
An then the other one, it has some things I like it but sadly it moves away for more typical RPG style...
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 11:26 am
by MedievalMan
2E Core with a few addon's like the 3 books about deities and the Tome of Magic makes for a pretty darn fun game. Once you start adding in all the different kits though is when things start going haywire. Don't even mention the Players Option books in my presence. Blasphemy each and every one of them.
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 11:32 am
by Joe the Rat
I liked the kits!
Well, I liked the idea of the kits, but some of them were a bit... off... (Myrmidon?)
PO was around the time everything went to hell.
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 11:33 am
by Blazeguard
There was a kickstarter project that just finished called Myth & Magic that is supposedly based on 2e. It won't be out for a few months but I'm excited to see what it's like. They do have an 'demo' version that you can download for free from their website. I had a quick glance at it and it looks promising.
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 11:36 am
by MedievalMan
I downloaded the a recent version. I personally didn't like it, way too much 3E was added in to the point it might as well have been that game. the 2E parts of it were a facade at best IMHO.
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 12:01 pm
by Dimirag
I'm "part" of the discussion group of Myth and Magic, I have the Players and GM starter guide, its not bad, it has character and class options, to me its a cross of 2E and 3E, or more a 3ed with 2ed arrangement, and thats the part I don't like very much, its "core" its 3rd/d20...
OTOH there's the "advanced 3Ed" that has some things from 1e, 2e and 3e (and a little of C&C) but I like it much better, if its ok with Solo I can post the link to the game.
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 12:41 pm
by Dimirag
I liked the kits!
Well, I liked the idea of the kits, but some of them were a bit... off... (Myrmidon?)
I also like the IDEA of the kits, but they are so poorly done....
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 12:52 pm
by MedievalMan
I liked the Kits out of Warriors and Priests of the realms and Wizards and Rogues of the realms. They are how I imagine kits should be in most cases. Enough to distinguish, maybe an ability or two in trade off with some loss.
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 1:31 pm
by SmootRK
The problem with the kits is that there was no rules applied in their construction or implementation, so kits just grew in scope with each new supplement release. If they hard very strict rules of "for each bonus/perk one had to have an equal detriment," then you would not have seen such escalations. If anyone does go down the "kit" path, I really hope better balancing rules are in place.