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Community
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D&D Older Editions
AD&D (yes, 2e too) players and referees, what do you think of rolling under for ability and NWP checks?
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<blockquote data-quote="Willie the Duck" data-source="post: 9283914" data-attributes="member: 6799660"><p>To start with, you are absolutely correct. There were small niche abilities* that could come into play. </p><p>First and foremost, I was referring to/thinking of the skills where you specifically, well, skilled (were giving a nwp score, likely a modification of an attribute, and rolled that to effect the world in some way). Something like Blind-fighting seems like an orthogonal use of the same resource (nwp slots). To my mind, those are really not so much a slow descent towards spot checks, and closer to a slow descent towards the feat system. </p><p>Secondly, and in this case specifically to the skills as skills, not skills as feats ones, the point I am trying to raise/question I am seeking answers is: did they take over, or where they just there? Did characters go with fewer rations into the wilderness because they had survival-type nwps? Did having a character with healing and herbalism allow a party to take fewer days to heal up after harrowing dungeon crawls (and did it make an overall difference, like them facing fewer wandering monster checks while doing so)? Did characters buy smithy's and forge their own equipment (taking weeks or months off to do so)? I'm honest in the question, as I don't know how it went for others, for my groups, it was mostly about what NWPs at creation best defined your character thematically**</p><p><em><span style="font-size: 12px">*Don't forget the juggling NWP's ability to catch small thrown weapons... if your character able to get rogue category nwps would rather attempt an AC0 attack check than gamble on the opponent missing</span></em></p><p><em><span style="font-size: 12px">**and yes, as it slowly became such that you could trade them in for fighting styles or negating some combat penalty or a +0%/1-in-6 existing check style, it lurched into that instead.</span></em></p><p></p><p>Good points. I had not thought about these, and Observation even allows a proficiency check using its score. Complete Thief was a rare gem* -- it was a wonderful supplement for a lower-key, urban adventure game that I think the rest of the game just didn't focus on. Or maybe it was just like Cyberpunk Deckers in that we didn't play that way because then what would the fighters and clerics do. </p><p><em><span style="font-size: 12px">*although it also had a bunch of things like equipment like hand-warming lamps that negated penalties the DM never though to impose until the book suggested said equipment would negate it (making it another 'you just hamstrung my abilities to justify your new subsystem' effect).</span></em></p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9283914, member: 6799660"] To start with, you are absolutely correct. There were small niche abilities* that could come into play. First and foremost, I was referring to/thinking of the skills where you specifically, well, skilled (were giving a nwp score, likely a modification of an attribute, and rolled that to effect the world in some way). Something like Blind-fighting seems like an orthogonal use of the same resource (nwp slots). To my mind, those are really not so much a slow descent towards spot checks, and closer to a slow descent towards the feat system. Secondly, and in this case specifically to the skills as skills, not skills as feats ones, the point I am trying to raise/question I am seeking answers is: did they take over, or where they just there? Did characters go with fewer rations into the wilderness because they had survival-type nwps? Did having a character with healing and herbalism allow a party to take fewer days to heal up after harrowing dungeon crawls (and did it make an overall difference, like them facing fewer wandering monster checks while doing so)? Did characters buy smithy's and forge their own equipment (taking weeks or months off to do so)? I'm honest in the question, as I don't know how it went for others, for my groups, it was mostly about what NWPs at creation best defined your character thematically** [I][SIZE=3]*Don't forget the juggling NWP's ability to catch small thrown weapons... if your character able to get rogue category nwps would rather attempt an AC0 attack check than gamble on the opponent missing **and yes, as it slowly became such that you could trade them in for fighting styles or negating some combat penalty or a +0%/1-in-6 existing check style, it lurched into that instead.[/SIZE][/I] Good points. I had not thought about these, and Observation even allows a proficiency check using its score. Complete Thief was a rare gem* -- it was a wonderful supplement for a lower-key, urban adventure game that I think the rest of the game just didn't focus on. Or maybe it was just like Cyberpunk Deckers in that we didn't play that way because then what would the fighters and clerics do. [I][SIZE=3]*although it also had a bunch of things like equipment like hand-warming lamps that negated penalties the DM never though to impose until the book suggested said equipment would negate it (making it another 'you just hamstrung my abilities to justify your new subsystem' effect).[/SIZE][/I] [/QUOTE]
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AD&D (yes, 2e too) players and referees, what do you think of rolling under for ability and NWP checks?
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