But do the changes made to poison in 2E actually mean that 2E was "softer" on characters than 1E was? I'd argue no. The introduction of poisons that cause sleep, paralysis, weakness, etc simply expanded on the variety of ways a DM could challenge PCs.
If a party comes upon an enemy and that enemy kills them with poison, that's the end of the challenge. But if that same enemy poisons them with sleep poison or paralysis poison and then enslaves them, well...there's a whole new adventure waiting to be told! How do the PCs escape? How do they recover their magic items? How do they find their way home assuming they escape? What about all the monsters they have to face to gain freedom and reach home?
And debilitative poison rocks! Debilitate the characters while they're deep in the dungeon and watch the fun that ensues! Well, perhaps for the DM!


So I don't think the inclusion of poisons that do things other than kill make the game less lethal. It makes the game more interesting.
The other thing I saw discussed was the idea of evil clerics getting healing spells. In 1E, evil clerics got the reverse of all healing spells...cause serious wounds, harm, etc. In 2E, evil clerics got to do healing spells. Well doesn't that just make sense? How are evil gods going to have clerics around for any length of time if they have to keep dying because they can't cure their own wounds, diseases, etc, or be raised from the dead? Not exactly an encouraging job perk, you know?
So, what say you all?