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« Player's Option
In 1995, TSR re-released the core rulebooks for 2nd Edition with new covers, art, and page layouts. These releases were followed shortly by a series of volumes labelled Player's Option, allowing for alternate rules systems and character options, as well as a Dungeon Master Option for high-level campaigns. They consisted of:
For my part I tried to get a campaign started Skills & Powers but we never finished character creation. The players did like all the added complexity.
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Used the high level campaign to make mage duels, but not much else. Overall, AD&D was already math heavy, and there wasn't a great deal of enthusiasm adding more to the mix.
One of my favorite PCs was made using those rules. But generally we did not use them, as they tended to turn the game into an optimization exercise.
billd91
Not your screen monkey (he/him)
I picked up a copy of Skills and Powers. I was terribly disappointed. We tried using a little of it and gave it up shortly thereafter.I did use Spells and Magic as a reference in late 2e, but the experience with S&P soured me on the whole line.
Yep, those were our go-to rules from ‘95 to ‘99. I have trouble thinking of 2e play without them.
Yep, those were our go-to rules from ‘95 to ‘99. I have trouble thinking of 2e play without them.
We bought the books tried them and went back to normal 2E. I don’t know anyone that personally liked or use them. Personally I would rather recommend the rules in the DMG for creating your own class. I thought that worked better.They're a key part of any AD&D game I run now... because I use Spells & Magic to replace all of the Mage and Priest classes.
I don’t know anyone that personally liked or use them.
You do now.Can't say I ever used them or purchased those books. But by that time I had lapsed from gaming (the period covered roughly 1994 - 2000). For a summer in 1997 or so, I ran a 2e campaign, but that was just using the books I already had and didn't pick anything new up.
I used them! They were solid cherry-picking fare.
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