From: lazarus@ug.cs.dal.ca (Chuck Turner)
Subject: Re: Non-weapon proficiency list?
Organization: Math, Stats & CS, Dalhousie University, Halifax, NS, Canada
Date: Tue, 15 Dec 1992 19:31:13 GMT

In article <1992Dec15.130335.27871@uc.msc.edu> bob@msc.edu (Robert Hanson) writes:
>I was wondering if anyone has a file containing a list of NWP.  I am
>particularly interested in a list of NWP from sources other than the
>PH.  I would even be interested in your own creations.

Here are the NWPs from the Complete Thief and the Complete Bard:

General			Thief				Bard 

Alertness		Animal Noise			Acting 
Boating			Astrology			Chanting 
Observation		Begging				Craft Instrument 
			Endurance			Crowd Working 
			Fast-Talking			Poetry 
			Fortune Telling			Whistling/Humming 
			Herbalism
			Hunting
			Information Gathering
			Intimidation
			Locksmithing
			Looting
			Navigation 

The Complete Wizard and the Complete Priest do not have any new NWPs,
which isn't really surprising as they are completely useless in all
other respects as well.

The Complete Fighter does not have any new NWPs either, but it at least
has other good features.

As for myself, I have a couple of NWPs that I use in my campaign.  The
two that are most often used are:

Weapon Specialization
Category:  General
Cost: Special

This is the same as Weapon Specialization for a fighter, except that it
allows non-fighters to master a weapon.  The cost is one weapon proficiency
slot for the weapon, and two for a single specialization.  On top of this, the
player must spend a non-weapon proficiency slot.  A player may not double 
specialize in a weapon.

Ability Training
Category:  General
Cost: 2

I believe this NWP first appeared in an issue of Dragon or somewhere, but
I never had the issue in question, so I made my own version.

The player devotes 2 non-weapon proficiency slots to learn how to improve a
single stat (ie STR, CON, INT, etc).  When the player first takes this
skill, he/she is given a % roll to further define whatever stat is to
be improved.  If the player is trying to improve an 18(%) strength, then
the existing percentile is used.

Whenever the player advances a level, the skill comes into use.  The player
rolls a D20.  If the roll is greater than the attribute in question, then
the player adds 2D10 to the percentile value.  If the roll is less than
the attribute, then the player adds 1D10.  If the percentile exceeds 100, then
the attribute has gone up by one point, and the remainder becomes the new
percentile.  This improvement is possible for ten levels beyond the point
it which it was taken.

Example:

Aesil takes Ability Training at third level to improve his Dexterity.  He
has a DEX of 16 already, but being a thief, he wants to do better.  He
immediately rolls D100 and gets 78, so his DEX is 16/78.  When he reaches
fourth level, he rolls D20 and gets 19, and so rolls 2D10 for 13.  His
DEX is now 16/91.  At fifth level, he rolls 12 on the D20, so only rolls
1D10 and gets 5.  His DEX is 16/96.  At sixth, he rolls 17 on D20 and gets 
2D10, on which he rolls 16.  His DEX jumps to 17/12.  He can keep this up
until thirteenth level. 

A player is assumed to be following a strict regimen to improve whatever
stat is being worked on.  Those working on strength would do body-building
stuff, those working on intelligence would study a lot, and those working
on charisma would center on appearance as well as bearing, personality, etc.
The player will have to set aside a certain amount of time to do this.  If
the DM determines that this schedule was ignored, interrupted, or simply
not possible for most of the time that the character spent at this level,
then he/she could disallow the roll when the next level is gained.

A player may put additional non-weapon proficiency slots into this skill.  Each
additional slot decreases the needed roll on D20 by 1. 

---------------

A friend of mine has a little twist on the mages and non-weapon proficiencies.
Instead of the base 4 slots they get at first level, mages get 8.  But they
must buy their schools with these extra slots.  Of course, they can also use
the slots they get due to intelligence.  Specialist mages do not have to buy
their own school (this makes general mages more of a rarity in this campaign).
In addition, the Intelligence-based stat 'Chance to Learn Spell' also applies
to schools.  The player may have every intention of buying the Alteration
school, but if he/she fails this roll, its tough luck.  The proficiency slot
isn't lost and, like spells, the roll can be attempted again at next level,
provided the slot wasn't spent somewhere else.

This isn't a bad system, because it makes wizards define their character more,
and the player doesn't lose out too much, because specialist wizards are 
forbidden to use one or more schools anyway.  As the wizard reaches higher
levels, more NWP slots are gained, and more schools can be learned. 

						- Curan of WhiteSands 
 _______________________________________ 
|                                       | '..err..of course I suck blood.' 
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|       - Cerebus the Aardvark          |                   - The Tick 
|_______________________________________| Chuck Turner -> lazarus@ug.cs.dal.ca
Newsgroups: rec.games.frp.dnd