The cool thing about having a Blog is that it allows you to go back in time and see how your thoughts and opinions about things have changed. G+ User, Stan has gone back into my archives and corrected a mistake that I had made in regards to The Non-Weapon Proficiency Mechanics





Since writing that article, I have unknowingly adopted a set of house-rules that allows more freedom for everybody based on principles I've learned from researching Original Dungeons & Dragons and have a deeper understanding of how players interacted with the world before those systems were in place.

It goes back to Open & Closed systems. The NWP system is designed to be closed, but it is also designed to be opened up by the players and the DM when it needs to be. What defines this need is the level of detail.

REDEFINING THE SKILL SYSTEM

The proficiencies are guidelines, they help players get a clear idea of who their character is. They are tools which a player can use to tell the DM that they can do something very well.

Having a proficiency is a pass. The player is not limited to these skills, but having these skills defined and written down allows that player to use them, and get extra-XP for using them well.

Owning a Proficiency is proof that your character can definitely do this, and may even go beyond what is defined in the handbook.

USING A SKILL

This system is primarily the total domain of the player, DMs don't use this system, only players do. It is up to the players to remember these things and use them wisely. Since having a skill is a pass, when the DM asks how the character knows something, and they refer to the specific skill, the conversation is either over, or the DM can have them roll a skill check if that needs to happen.

It is also up to the player if they want to risk rolling the dice to perform a task or to start a dialog and get specifics.

Example: The player has an investigative skill which allows a methodic search of an area via the dice. The player can automatically use this when searching a room, but a failure is a failure. Alternatively any player, even those that do not have this skill, can ask for details. They can interact with the setting and the DM will tell them the results. Once this is done and the player believes that they have exhausted the place, they can say that they would like to do a skill check, and see what happens.

ACQUIRING PROFICIENCY SLOTS

The idea that a character only knows what is on the character sheet is preposterous and self-limiting for no real benefit to the player or to the game. The DM is going to have to invent fast throw-away mechanics at the table on a case-by-case basis. Specifics dictate what can and cannot be done. Doing something that you aren't proficient at on a regular basis may equal gaining a proficiency.

For instance, if the game is played in the mountains for several months, the players are going to have a really good chance of understanding what they are doing. How can we translate this though?

The DM can just have them roll a STAT check to see if they picked it up, and just give it to them if they are successful.

The Player can write it in once a new Prof. slot becomes available if they chose to.

All slots beyond those chosen at the creation of the character are left blank until a skill is learned through specifics.

That last one doesn't work so well, all of your players will end up having the same skills which defeat the purpose.





There is a myth about open Skill systems, that goes along the lines of the Player taking advantage of the DM. Players going out of their way to change the tone of the game. The player CAN try anything, however, every hair-brained scheme takes the time to execute, time that the player probably doesn't have. I've been playing this way for a while now and so far my players have all embraced the tone of the game and do their best to preserve it.





As DM, I reserve the right to ask the player how they learned this new skill, if they can't tell me, they don't get it. My players so far have written down things that would have been handy in the past. Things that they had picked up along the way but I didn't give it to them for free, and I do give out skills for free if they had been earned.





The question, "How did you learn this?", is a good governor for the skill system. Slots don't have to be filled up right away, and the question goes back to the player; "How can I learn this skill?"