Alternate Rules This document contains some supplementary material and information. If you like the alternate NWP or magic system, let me know. Your character can use them if you like. Contents Appendix A. The mechanics of Playing. Appendix B. An alternate non-weapon proficiency system. Appendix C. An alternate magic system. Appendix A. The Mechanics of Playing Someone asked how it's possible to role play by e-mail. "It would take weeks just to get through one combat!" Role Playing by e-mail is more like writing a story with several authors. The task of dice-rolling normally associated with face-to-face role playing is eliminated for you. I will take care of that necessity. All you need do is use your imagination. Pretend you are there and tell me what you want to do. I will tell you the results. When you are sending messages to the group or the DM, pretend you are writing a book but someone else will finish the actions. Don't assume that what you want the character to do will actually take place as you planed. There are always variables. Example: "As the three orcs approach, Merlin reaches into his pocket and pulls out a handful of sand. Screaming his spell he casts the sand at the orcs. Sleep!' he cries. (If they all fall, Merlin kills them with his dagger.)" Notice that it wasn't written: "Merlin puts the orcs to sleep with his sleep spell, then kills them with his dagger." The second version assumes that the orcs will fall. Even though it should be a sure thing that the orcs will succumb to the sleep spell, don't ever assume that it will happen. Make sure we know who is talking; You or your character. Here are some acronyms for use in your posts to the game: OOC: Out of character. This means that the PLAYER is speaking, not the CHARACTER. IC: The opposite of OOC: The CHARACTER is now speaking, not the PLAYER. Example: IC: After the orcs fall, Merlin quickly goes about the chore of killing them. He searches their bodies for any treasure. OOC: Do they have any treasure? What are they dressed in? I could use some skins in this winter weather. By the way, which direction did they come from? They just seemed to appear out of no where. IC: Merlin drags the bodies off the road so not to attract attention. Appendix B. An alternate non-weapon proficiency system. NOTE: THIS IS JUST AN "EXTRA" SYSTEM THAT YOU CAN USE. YOU CAN STICK WITH THE REGULAR SYSTEM IF YOU WANT. THE ONLY ADVANTAGE TO THIS SYSTEM, IS YOU CAN GET A LOT MORE SKILLS, BUT AT A LOWER RATING. From: robert_nichols@vnet.ibm.com Newsgroups: rec.games.frp.dnd Subject: Alternate Proficiency System Date: 23 Oct 1995 18:53:30 GMT I have seen numerous, er, comments, on the Skills & Powers proficiency system. Now, I looked at it and thought it was a step in the right direction. However, it was not quite there -- or at least, how I wanted to do it. Here is my version of a proficiency system. Comments, suggests, and improvements are welcome. The New System of Non-Weapon Proficiencies Under the new system, if characters spend a slot on a non-weapon proficiency, they get it at a skill level of 5. Each additional slot spent on that skill adds +2 to the skill level, up to either 15 or the skill's base statistic, whichever is higher. Once this ceiling is reached, each slot spent on a skill gives +1. The modified table that I use in my campaign can be found in Table 1. Table . New Proficiency System class #weapons weapons #non-weapons non-weapons started with gained started with gained ---------------------------------------------------------------- mage 1 1/6 LVL 5 5/LVL priest 2 1/4 4 4/LVL psionicist 2 1/5 3 4/LVL rogue 2 1/4 4 3/LVL warrior 4 1/3 4 4/LVL The number of weapon and non-weapon proficiencies a character starts with is modified by his intelligence. On Table 4, "Intelligence", of the Advanced Dungeon's & Dragons 2nd Edition Player's Handbook (p.16), there is a column labeled "# of Languages." This number is for extra proficiency slots. When the character is initially created, and only when it is initially created, these slots can be distributed between weapon and non-weapon proficiencies. Afterwards, these proficiencies can only be used to add to non-weapon proficiency slots. For example, a priest with a wisdom of 16 buys RELIGION. He spends 1 slot. He now has RELIGION at a 5. If he spends another slot on RELIGION, the skill jumps to 7. After spending a total of 6 slots, he has RELIGION at a 15 (5+2+2+2+2+2). If he spends one more slot, the priest will have a RELIGION of 16 (because 16 is equal to the priest's wisdom, the skill's base attribute). After this, each slot spent on RELIGION will only increase the proficiency by +1. When a skill has a modifier, such as SPELLCRAFT (INT-2), the modifier is added to the base skill level when first bought. So, a mage with a 12 intelligence who took SPELLCRAFT would have it at a 3 on a d20. Note: Proficiencies that require two slots under the old system, require two slots in the new system to get the proficiency to base level of 5. Skills that do not depend on characteristics, such as BLIND-FIGHTING and MOUNTAINEERING, are skills that are picked up naturally with the proper number of non-proficiency slots. For instance, a fighter spends 2 slots on BLIND-FIGHTING. He now gains all the skills listed under the BLIND-FIGHTING proficiency. If a character has a high characteristic, such as Intelligence, and then spends proficiency slots on a skill that depends on this same high characteristic, then there are high characteristic modifiers added to the character's abilities. These high characteristic modifiers can be found in Table 2. Table . Proficiency High Characteristic Modifiers. Score Modifier Score Modifier 3 -5 13 +0 4 -4 14 +1 5 -3 15 +2 6 -2 16 +3 7 -1 17 +4 8-12 -0 18 +5 Suppose we redo the previous example of the priest learning RELIGION. He spends 1 slot. He now has RELIGION at a 8 (5+3 for a wisdom of 16). If he spends another slot on RELIGION, the skill jumps to 10. Now, after spending a total of 6 slots, he has RELIGION at a 17 (8+2+2+2+2+1). In another example, a mage with an intelligence of 18 picks up the proficiency SPELLCRAFT, spending one slot on it. The mage now has SPELLCRAFT at a 8 skill level (5 - 2 + 5 = base skill (5) + skill modifier (-2) + the bonus for an 18 intelligence (+5)). Additionally, all adventurers pick up a smattering of many skills as they adventure. This is reflected by giving all characters a base skill level of 1 for non-weapon proficiencies that they have not bought. Exceptions to these Rules There are two exceptions to these rules. Both take place only at the time of character creation. The first exception is a character can learn a modern language (with the Dungeon Master's permission, of course) at INTELLIGENCE-1 for only one slot. This assumes that the language learned is common and spoken by people where the character grew up. Thus, elvish and dwarvish would be acceptable, but giant eagle or ki-rin might not be. Additionally, the character will automatically know their racial tongue (such as dwarvish, elvish, or perhaps, the language spoken in their country) and Common at the start. The second exception (optional): The character can pick up a profession type skill at the base score. For instance, the background of the character being created is that he used to be a cook for a inn. At 1st-level, the character can pick up COOKING at his INTELLIGENCE (because COOKING is based on INTELLIGENCE) for the cost of one slot. Or, if the character grew up in a monastery, he could have RELIGION at his WISDOM-1 for one slot. Multi-class Characters A multi-class character starts with a number of proficiencies equal to the most favorable class the character is. However, as the character gains levels, he gains the number of non- weapon proficiencies of the least favorable class. Thus a fighter/mage would start with 5 non-weapon slots (possibly modified by intelligence). As he adventures, and gains a level in mage, he gains no new non-weapon slots. When the character gains a level in fighter he gains 4 new non-weapon slots. This reflects the more difficult training a multi-class character must go through when learning the skills of two or more classes. With regard to weapon proficiencies, a multi-class character starts with a number of weapons slots equal to the most advantageous class he has. However, as he gains a level, the character gains new weapon proficiency slots as the least advantageous class. Thus, the aforementioned fighter/mage would start with 4 weapon slots, and would gain the next new weapon slot at 6th-level. This is because the amount of time that it takes to learn weapon skills is great and a multi-class character cannot concentrate on learning just those fighting skills. Dual Classed Characters Dual-class characters get their normal proficiencies according to what class and level they are. For instance, take a mage who used to be a fighter. The character starts off as a fighter. He gets 4 weapon slots and 4 non-weapon slots. He achieves 3rd-level before dropping class. He now has a total of 5 weapon slots and 12 non-weapon slots. As he starts over as a mage, he does not get the 1 weapon slot with which a mage starts, but he does gain the 5 new non- weapon slots. He now gains proficiency slots as a mage; a weapon slot every 6 levels and 5 non- weapon slots every level. This way a dual-class character is not penalized for a former career. Advantages and Disadvantages With these rules, players in my campaign found that they developed there characters in a more logical way. Every time they went up a level, they were able to increase their abilities at skills that they had. The players were developing their characters as if they were actually learning new skills and getting better at them. This added another layer of realism to the characters in that campaign. The new system of non-weapon proficiencies also caused more book work. Now, generating a NPC was more a matter of what has this NPC been doing? Where did she pick up these skills? How does she know how to do these things so well? Also, character creation took a little longer, especially if the new character was higher than 1st-level.However, I believe the pros outweighed the cons, so I implemented the system in all my campaigns. The system made the PCS and the NPCs more three dimensional and more fun to play. Since this system was introduced three years ago, several other campaigns in my area have started to use this system. Players in all campaigns have commented that they like this new system. And as a game master, I find that it makes characters develop and grow more "realistically" and more like characters in books and short stories. Appendix C. An alternate Magic Systems For the spell casters in the group: I would like to experiment with a couple of different systems of spell casting. If you don't like it, you can use the regular system. For Clerics/Druids: You don't have to memorize any spells. You simply pray for the spell effect at the time of casting. This way you don't have to restrict your self to a list of memorized spells. You can still only cast the number and level of spells per day, as listed in the players handbook, plus wisdom bonus, if any. If the situation calls for 4 silence 10'r spells, you have them ready. Or, if you need 4 cure light wounds instead, you have them. For Mages/Bards: It takes 15 minutes per spell level to rememorize a spell. No sleep or rest is required, unless you are exhausted This lets the Mages restock their spells quickly after using them, if they choose. "During the hour long ride back into town, Llewelan leafs through his spell book and rememorizes the 4 first level spells he used earlier in the day."