2nd edition AD&D had three separate skill systems:echoVanguard wrote:Any chance you might enumerate some (or all) of these flaws, Frank?FrankTrollman wrote:As far as skills go, the 2nd edition AD&D skills system had a lot of flaws, but it actually did work at all, which is a plus.
echo
Use What You Know
I am not making this up. They seriously had an optional rule where you simply declared that anything you personally knew how to do was something your character could do. So if you know how to swim, your character knows how to swim. And I guess if you're an electrical engineer you can start the industrial revolution? I don't really know. This system fell into a lot of Dunning-Kruger problems and arguments. The authors didn't really recommend this, and I honestly think it was included merely as an argument to use either the Secondary Skills or Nonweapon Proficiency systems. Sort of an "If the DM won't let you use the nominally optional skills rules, we're going full magical teaparty on this bitch and it's gonna be dumb motherfuckers!" debate position. That's my theory for why it comes first.
Secondary SkillsAD&D, 2nd edition wrote:The biggest drawback to this method is that there are no rules to resolve tricky situations. The DM must make it up during play. Some players and DMs enjoy doing this. They think up good answers quickly. Many consider this to be a large part of the fun. This method is perfect for them, and they should use it.
This system was that you got handed a profession. Your profession was something like "Limner" or "Groom". Then you argued with the DM about what the fucking hell you could do as a Furrier or a Tailor or whatever. That was the whole system. While fundamentally stupid and unfair, it was actually surprisingly resilient. If you're going to do most of your actions as MTP based on "having thumbs", you might as well have an occupational title to base your magical teaparty declarations on.
Nonweapon ProficienciesAD&D, 2nd edition wrote:Like the previous method ("Using What You Know"), this method has strengths and weaknesses. Secondary skills do not provide any rules for determining whether a character succeeds when he uses a skill to do something difficult. It is safe to assume that simple jobs succeed automatically. (A hunter could find food for himself without any difficulty.) For more complicated tasks, the DM must assign a chance for success. He can assign a percentage chance, have the character make a saving throw, or require an Ability check (see Glossary). The DM still has a lot of flexibility.
This flexibility means the DM must sometimes make up the rule to cover the situation, however. As mentioned earlier, some DMs enjoy this; others do not, their strengths being elsewhere. While secondary skills define and limit the player's options, they do not greatly simplify the DM's job.
This is the "real" skill system of 2nd edition AD&D. If you used the subsequent materials like the complete books or the master race's handbook they pretty much assumed you were using it. It was "optional", but the word "optional" pretty much came prepackaged with finger quotes in this case.
The non-weapon proficiencies were a series of skills that you tagged in order to have. Once you had them, you could "do stuff" in an ill-defined way, and they had a generic check difficulty that was you trying to roll under a stat, usually with a penalty. What you could do without having to make a check, and what you could do with making a check were in neither case well defined. You can also have additional positive or negative modifiers to your check for a task being especially hard or easy (but easy tasks don't require checks, so this almost always involves you getting boned). Nominally, you could sink extra proficiency slots into a skill to get tiny bonuses, but almost no one ever actually did this (since 90% of most proficiency use is convincing the DM that you don't even have to roll, giving up a skill type for +1 on a d20 is just bad manners).
The skills don't scale to level for the most part (jumping adds 2d6+your level in feet to the jumping distance without a check roll and a few other stupid things like that). Some of them cost multiple slots just to buy, and their decisions about which of them are so good that they should cost more is frankly very hard to understand. Mining costs two slots and is basically worthless (it lets you supervise the construction and operation of mines), while Spellcraft is still Spellcraft and only costs 1 slot.
The skills themselves are hacked up into five categories (Rogue, Priest, Warrior, Wizard, and General), and depending on what kind of character you are, you get access to between 2 and 4 of the lists. The rules on riding airborne creatures are in here and are surprisingly decent for the time period (you can ride a griffin without a proficieny check until you take damage). The diplomacy skill is called "Etiquette" and it makes the DM tell you what you could do to get a bonus on reaction checks when meeting people (subject to the standard MTP bullshit of requiring a check or not based on whether the upcoming encounter is "rare" or not).
Anyway, the first system is so stupid that I don't think it merits real consideration. That's literally Zeb Cook trolling 1st edition DMs who are reticent to allow players to have skills written on their character sheet. The second and third systems have pretty much the same advantages and disadvantages. You're mostly playing magical teaparty, but players aren't having their abilities forced into an advancement treadmill - you just get a pile of low level everyman abilities and they pretty much stay that way your whole career.
In any case, I was thinking of something like an amalgamation of #2 and #3. You'd take some background (like Tailor or Swineherd), and that would open up lists of available proficiencies that you could then take during play. Other things would also open up lists of proficiencies, so people could go ahead and learn how to ride flying beasts at some later level when they actually got some riding hawks or whatever.
-Username17