Philotomy Jurament
First Post
I thought the 1e Oriental Adventures hardback was the initial appearance of the NWP system. Didn't that come out before the DSG and WSG? I don't remember for certain.
I've been here a little while and I've seen postings from people who are radically AGAINST the "non-weapon proficiency" stuff from 2e...or was it 3? I've totally lost track anymore...
Why is that? I truly don't understand what's so bad about it. (...)
Guy knows how to tie rope (has rope-whatev nwp)...guy has "tie a rope" (or whatever it's called) feat. Who cares? What's the difference?
Well, no. That's a blanket statement that simply isn't universally true. I love and generally embrace change, but I don't like 2e NWPs because for me they're poorly implemented and so unrealistic a model that they destroy my suspension of disbelief. Your mileage, of course, may vary.The hate comes because people simply don't like change.
How so?I'd add that, moreso than other skill systems, the mechanics of it require a player to make in-game choices between ROLEplaying and ROLLplaying which does nobody any favors.
For some players, there is an enormous difference between actually role playing the encounter in character and trying to convince the NPC to join your cause, versus rolling a "Diplomacy" die to find out if he joins you or not.
Well the loyalty and morale part is mostly linked to the notion that PCs will adventure with hirelings and henchment, and how to determine whether they stick around, betray the PCs, flee or whatnot when things get tough. A part of the game which is not fundamental to AD&D2, but arguably is to First Ed.The funny thing is that AD&D1e has very detailed rules to determine NPC attitude, loyalty and morale. 2e actually tones down the emphasis on game systems.
I'd change that slightly, and say "AD&D 1e has very detailed tools to help determine NPC attitude, loyalty, and morale."The funny thing is that AD&D1e has very detailed rules to determine NPC attitude, loyalty and morale.