2nd d d edition proficiencies




















Also, you'll find that in each of the different campaign world settings Forgotten Realms, Greyhawk, Dragonlance, and others the rules again can vary drastically such as no clerics in the original Dragonlance world. And, of course, the DM can allow or disallow most of these rules as deemed necessary -- plus whatever is part of their own world.

For example, the Elminster character which I believe is about 21st level took years and years to develop, as did Drizzt, and many of those others that make cameos. Haven't actually played 3rd edition yet, though I have the core rule books and I'm really looking forward to it.

I think that they've really made some improvements, making it extremely flexible. Enjoy, and hope the answer wasn't too long Gnolyn Lochbreaker , Sep 17, In 2nd edition the rules are rather the same as in BG2. There are a list of weapons and each character uses proficency slots stars in the game to improve their ability with that weapon. One slot for proficent, 2 for specialized, etc. In 3E this is all different. Characters in 3E are proficent in a class of weapons, simple daggers, staff, maces, picks, X-bows, club, etc , martial Swords, axes, bow, etc or exotic the weird stuff like double bladed axes and the like.

Depending on your class you have acess to the first two of these groups. For example mage are proficent in simple weapons, warrior types in both. This proficency lets a character use the weapon with out penality. In order to gain more 'proficency' you can use feats. There are a bunch of feats that improve your attack ability.

And in 3E characters gain extra attacks with levels like the fighter in 2E but to a greater degree. You really need to read the PHB to obtain all the details. This was a simple answer and there are lots of exceptions. I hope this answers you question to a degree. I'd be happy to go over any details if you have questions.

It may not display this or other websites correctly. You should upgrade or use an alternative browser. Views on 2nd ed. Non Weapon Proficiencies. Thread starter Dolgo Start date Feb 10, Dolgo Explorer. I recently discussed the differences in skill mechanics from many different games. I was never a fan of NWP even if the were optional. I'd like to get other views of 2nd ed. NWP pros and cons, maybe I don't see the merits of them.

Last edited: Feb 10, Jhaelen First Post. Dolgo said:. Click to expand I love th 2e NWP system. Its simple and effective, however i dont like the skills being grouped by class, rogues should be able to smith weapons as well. TerraDave 5ever, or until As was common in skill systems of the time: -Too many rarely used and non-adventuring skills -A fixed degree of difficulty, or I should say almost fixed, as you could vary difficulty, but it was sort of a pain.

Specific to them: -The roll low d20 mechanic. Yes, pretty simple, but still, yet another resolution mechanic. I think one goal of 2E was to have as many as possible. TanisFrey First Post. The 1ed system of non-weapon proficiency were better than 2ed one, alto the 3ed skill system is my preferred method. They gave you a base number then you would lower that by the additional number slots added to that NWP to find you base chance of success to a minimum number of 3.

You had to roll over this number to success. Some NWP were considered difficult to learn and cost you 2 slots to learn, but only 1 to improve. In cases of contested rolls you keep on rolling until someone failed. Not everyone got those three books and added them to their game. So, they reworked and added them as an optional system in core books, if I remember correctly. They were worse rules than the 1ed system. Each NWP had a ability score with a modifier to find you base score.

You would then want to roll under your score. You could increase you base score by adding slots. Contested rolls were deterred by whom ever rolled higher but not too high. I always disliked the fact that a dancer with high dex and minimal training was better than the average dex dancer who poured her heart out in training in the second ed system.

You stat was far too important to you base skill. Add in the contested skill where you wanted to roll high but not too high was screwy. However, Delsenora has persuaded Rath to make an elaborate wrought-iron cage she needs it to create a magical item. Rath has never done this before and the work is very intricate, so the DM imposes a penalty of -3 on Rath's ability check. When two proficient characters work together on the same task, the highest ability score is used the one with the greatest chance of success.

Nonweapon proficiencies can also be improved beyond the ability score the character starts with. Many nonplayer craftsmen are more accomplished in their fields than player characters, having devoted all their energies to improving a single proficiency. Likewise, old masters normally have more talent than young apprentices—unless the youth has an exceptional ability score!

However, age is no assurance of talent. Remember that knowing a skill and being good at it are two different things. There are bad potters, mediocre potters, and true craftsmen. All this has much less to do with age than with dedication and talent. Core Books. Other Books. Popular pages. Recent blog posts. Explore Wikis Community Central. Register Don't have an account? View source. History Talk 0. Categories Player's Handbook. Fan Feed. Universal Conquest Wiki. Cost of Specialization Effects of Specialization.



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