So Bard was essentially the first prestige class? I never knew old Rangers had to be Good. I've only seen mention of DnD 3.0 about the Tumble skill in this game though so I don't know if that theory's correct.
Oh, for sure, Tumble as a skill only came into existence with 3rd edition. In first edition, there was a table that gave your base % chance of success for thieving abilities of various types, based on level, and there were modifiers due to dexterity and race, but essentially all human thieves of a given level with a given dex score had identical skills.A 1st Ed Rulebook called Unearthed Arcana that came out around 1985 gave the option for thieves to become thief-acrobats after 5th or 6th level; they got an extra range of abilities not featured on the original thief list, and stopped (or perhaps slowed) progression in the safe-breaking side of things. 2nd Ed gave you discretionary % points to share between your base skills at each level, so you could focus at bit on finding and removing traps at the expense of hiding in shadows, for example, before 3rd Ed rolled everything up into a more generalized skill system. Since things like attacks of opportunity, tactical movement, and indeed keeping track of where individual PCs and enemies were on the map wasn't really a thing in earlier editions, the effect of actual gameplay was probably minimal.
I've been reading the 2E supplement on Combat and Tactics recently, and actually a lot of 3rd edition stuff already appears there. It has attacks of opportunity. It has 10-15s combat rounds (like basic D&D) instead of 1m. It has actions categorized by how much movement you can do in combination with them (full, half or none), and you can always adjust by at least one square even for the expensive ones (like a 5ft step). It's actually more complicated than 3E. You need to worry about facing, and flanking and rear attacks are based on that. When you adjust facing, if you turn your back on someone, it provokes an AoO. There's also a chapter with 9 full page tables of critical hit effects. Like, your helmet might get knocked off, so your opponents can do called shots against your unarmored head. There's a whole system for specifying how much of each armor's rating comes from individual pieces, so you can mix and match, and probably figure out how much AC each limb has for called shots. This was from 1995, so 5 years before 3E. I assume a lot of it was relatively unused, though. It's very complicated.
I meant I've only seen Temple of Elemental Evil being a rushed 3.5 from an original 3.o version in the context of ToEE Tumble being 3.0 based. No tactical movement in earlier editions? That'd be weird, no? I thought D&D would be focused on combat since that's the exciting part.
If you go back to stuff like the AD&D Wilderness Survival Guide and Dungeoneer's Survival Guide, you find the origins of feats and skills in non-weapon proficiencies, so it's always been evolving. Riana and her sister are not Co8 content - they are original. No idea where they go if you dismiss them.
They should be in one of those empty houses in Nulb. But further interaction with them won't be possible anymore (e.g. can't ask to join again).