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So...wut's the deal with NWP?
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<blockquote data-quote="Hella_Tellah" data-source="post: 5310960" data-attributes="member: 52669"><p>Non-weapon proficiencies are from 2nd edition, and they were mostly replaced with the skill system in 3rd edition. 3rd edition feats are a whole other beast.</p><p></p><p>I think NWPs are okay, but in retrospect they seem like one step along the way toward having a sheet that says everything a character can do. Before NWPs, you just assumed that a druid had the knowledge to gather herbs, or that a fighter could make a suit of armor. That, or you roleplayed it based on what made sense for the character. With NWPs, you have a set of rules for what you can do, but it can feel more limiting in play. If your druid didn't take the herbalism NWP, he can't go gather herbs. In my experience, many DMs see the books as an exhaustive list of what is possible in the game, rather than a set of tools for describing and adjudicating common situations in a world of endless possibilities. Playing in those games can be pretty frustrating.</p><p></p><p>I prefer my games to either have much less detail than that, or to give players control over those details by encouraging homebrewing and other forms of creative interaction with the system.</p></blockquote><p></p>
[QUOTE="Hella_Tellah, post: 5310960, member: 52669"] Non-weapon proficiencies are from 2nd edition, and they were mostly replaced with the skill system in 3rd edition. 3rd edition feats are a whole other beast. I think NWPs are okay, but in retrospect they seem like one step along the way toward having a sheet that says everything a character can do. Before NWPs, you just assumed that a druid had the knowledge to gather herbs, or that a fighter could make a suit of armor. That, or you roleplayed it based on what made sense for the character. With NWPs, you have a set of rules for what you can do, but it can feel more limiting in play. If your druid didn't take the herbalism NWP, he can't go gather herbs. In my experience, many DMs see the books as an exhaustive list of what is possible in the game, rather than a set of tools for describing and adjudicating common situations in a world of endless possibilities. Playing in those games can be pretty frustrating. I prefer my games to either have much less detail than that, or to give players control over those details by encouraging homebrewing and other forms of creative interaction with the system. [/QUOTE]
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So...wut's the deal with NWP?
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