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*TTRPGs General
So...wut's the deal with NWP?
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<blockquote data-quote="TerraDave" data-source="post: 5316499" data-attributes="member: 22260"><p>Coming to this late. And having used NWP (starting with 1E) for almost ten years...</p><p></p><p>They seemed to fill a gap in terms of charecterization and being able to do certain things, but, they had issues:</p><p></p><p>-They were one of multiple skills systems, coexisting with % based class skills and skill like things, like listning at doors</p><p></p><p>-They had a unique mechanic that evolved out of a simple convention, roll under ability, that could be surprisingly confusing for new players (and not so new) who also where making roll high on a d20 and other checks.</p><p></p><p>-They where hard to advance in. Take the 0 level examples given above. To be good in the craft or whatever would require a high ability score. The idea of the smith who was good because he had been doing it a long time didn't really fit. </p><p></p><p>-They included a mix of "proto-feats" (blind fight), adventuring skills (mountneering, healing) and various crafts and professions. This was the fashion at the time, but didn't really work well in a game like D&D, were a lot of key "skills" were kept as part of the class, and the accepted range of charecter activities was a little narrower then in some games. </p><p></p><p>-They, and other skill systems, have also been critiqued for "challenging the charecter, not the player". This I think is more an issue of implementation. I mean, does CoC not challenge the player?</p><p></p><p></p><p>I think making more use of % based skills--adventuring skills--maybe with some choice within a class, would have been a better way to go given the gaming "technology" of the time.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 5316499, member: 22260"] Coming to this late. And having used NWP (starting with 1E) for almost ten years... They seemed to fill a gap in terms of charecterization and being able to do certain things, but, they had issues: -They were one of multiple skills systems, coexisting with % based class skills and skill like things, like listning at doors -They had a unique mechanic that evolved out of a simple convention, roll under ability, that could be surprisingly confusing for new players (and not so new) who also where making roll high on a d20 and other checks. -They where hard to advance in. Take the 0 level examples given above. To be good in the craft or whatever would require a high ability score. The idea of the smith who was good because he had been doing it a long time didn't really fit. -They included a mix of "proto-feats" (blind fight), adventuring skills (mountneering, healing) and various crafts and professions. This was the fashion at the time, but didn't really work well in a game like D&D, were a lot of key "skills" were kept as part of the class, and the accepted range of charecter activities was a little narrower then in some games. -They, and other skill systems, have also been critiqued for "challenging the charecter, not the player". This I think is more an issue of implementation. I mean, does CoC not challenge the player? I think making more use of % based skills--adventuring skills--maybe with some choice within a class, would have been a better way to go given the gaming "technology" of the time. [/QUOTE]
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So...wut's the deal with NWP?
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