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General Tabletop Discussion
*Dungeons & Dragons
thief abilities: should they have been NWPs?
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<blockquote data-quote="ccs" data-source="post: 7464013" data-attributes="member: 6803664"><p>That's essentially what we did sometime in 1e when the NWP proficiencies came along in the Oriental Adventures, Dungeoneers & Wilderness survival guides.</p><p>If you weren't a Thief (or an Assassin) you could spend 1 NWP slot & pick up any one of the Thief skills at LV1 % chance of success (dex/race/armor mods applied as normal). You could increase your base % by spending additional NWP slots. So for ex, if you wanted to pick locks as well as a 3rd lv thief? Then you'd have to spend 3 NWP slots. </p><p></p><p>For the Thieves and assassins? They got all of their listed skills automatically (so no change) & if they did nothing would automatically increase their % as listed whenever they gained levels (so no change).</p><p>Like any other character they could choose to spend NWP slots on these skills. So a 1st lv Thief who invested 2 NWP in say Pick Pockets? Would increase their % to that of a 3rd lv. When they gained 2nd lv? Then their PP would increase to 4th lv %s & all their other skills would increase as usual.</p><p></p><p>We did something similar with the Rangers tracking.</p><p>Rangers remained unchanged - unless they invested NWP.</p><p>Other characters simply gained the rangers base % per NWP invested.</p><p>This almost never came up.</p><p></p><p>So when 2e arrived? We just kept doing it this way. I forget how many %pts we assigned to each NwP & what mods we applied to tracking.</p></blockquote><p></p>
[QUOTE="ccs, post: 7464013, member: 6803664"] That's essentially what we did sometime in 1e when the NWP proficiencies came along in the Oriental Adventures, Dungeoneers & Wilderness survival guides. If you weren't a Thief (or an Assassin) you could spend 1 NWP slot & pick up any one of the Thief skills at LV1 % chance of success (dex/race/armor mods applied as normal). You could increase your base % by spending additional NWP slots. So for ex, if you wanted to pick locks as well as a 3rd lv thief? Then you'd have to spend 3 NWP slots. For the Thieves and assassins? They got all of their listed skills automatically (so no change) & if they did nothing would automatically increase their % as listed whenever they gained levels (so no change). Like any other character they could choose to spend NWP slots on these skills. So a 1st lv Thief who invested 2 NWP in say Pick Pockets? Would increase their % to that of a 3rd lv. When they gained 2nd lv? Then their PP would increase to 4th lv %s & all their other skills would increase as usual. We did something similar with the Rangers tracking. Rangers remained unchanged - unless they invested NWP. Other characters simply gained the rangers base % per NWP invested. This almost never came up. So when 2e arrived? We just kept doing it this way. I forget how many %pts we assigned to each NwP & what mods we applied to tracking. [/QUOTE]
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thief abilities: should they have been NWPs?
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