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What is *worldbuilding* for?
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<blockquote data-quote="Bedrockgames" data-source="post: 7448719" data-attributes="member: 85555"><p>This is so dependent on which NWPs you choose to take though. Obviously if your taking a NWP tied to an ability score of 9 or something, your chances will be poor. In my experience, players tended to take NWPs that connected well with their abilities. And you can still increase your ranks in them. If you have a NWP for a skill that is 13 or higher for example, your chances are not that bad. Also, if the baseline is too low, I think it is reasonable to pad them with a couple of extra ranks or something. But why I liked them better than 3E skills was they were far less intrusive and they were so much more grounded. There wasn't this massive upward progression of scaling. It was just a roll against the ability score itself with some minor improvement in your rank over time. </p><p></p><p>Not trying to convince anyone if they don't work in practice for them. All I am saying is, my experience was I used to laugh at NWPs as 'obviously bad'. But after years of playing 3E, when I went back to 2E, it was so much better. In actual play I just about preferred everything about them, and I discovered something that always irked me a bit about 3E, was immediately gone. So I just always tell everyone, give them a try for a bit before knocking them (I realize this might not apply to you, but again, so many people form their opinions on systems based on second hand reports from posters on forums like this). </p><p></p><p>Also, worth pointing out, NWPs are purely an optional mechanics. There are a couple of different options presented in the 2E PHB (at least in the first one----the one from the mid-90s might have changed things).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7448719, member: 85555"] This is so dependent on which NWPs you choose to take though. Obviously if your taking a NWP tied to an ability score of 9 or something, your chances will be poor. In my experience, players tended to take NWPs that connected well with their abilities. And you can still increase your ranks in them. If you have a NWP for a skill that is 13 or higher for example, your chances are not that bad. Also, if the baseline is too low, I think it is reasonable to pad them with a couple of extra ranks or something. But why I liked them better than 3E skills was they were far less intrusive and they were so much more grounded. There wasn't this massive upward progression of scaling. It was just a roll against the ability score itself with some minor improvement in your rank over time. Not trying to convince anyone if they don't work in practice for them. All I am saying is, my experience was I used to laugh at NWPs as 'obviously bad'. But after years of playing 3E, when I went back to 2E, it was so much better. In actual play I just about preferred everything about them, and I discovered something that always irked me a bit about 3E, was immediately gone. So I just always tell everyone, give them a try for a bit before knocking them (I realize this might not apply to you, but again, so many people form their opinions on systems based on second hand reports from posters on forums like this). Also, worth pointing out, NWPs are purely an optional mechanics. There are a couple of different options presented in the 2E PHB (at least in the first one----the one from the mid-90s might have changed things). [/QUOTE]
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