right, because they were supposed to be a DM tool, but as soon a a player metagamed while reading the DMG, they cried and moaned and WotC decided that there was money to be made by putting them into player products, so players would have more products to buy since games consist of more players than they do DMs so you dont want all the material to be for DMs which are a limited resource, you want products for the players who outnumber the DMs and thus have more money to spend.rampaging-poet wrote:PrC's initially appeared in the DMG
to get rid of the attack matrices in the DMG. duh, got a harder one?why does THAC0 exist?
and now you are just being stupid again, and adding things that you think i said. so obviously the rest in this segment if useless to read.Mechanical bonuses are bad
and yet, there isn't a single person that read that and played it as anything but mechanical. NWPs were used more than secondary skills. everyone else, used neither. NWPs were used specifically for mechanical bonuses, as they really add nothing else. a player can come up with ideas without having to be led down the right path or guided how to think with some list such as NWPs. and many did think for themselves rather than pick from a list.This isn't using bonus in the same sense as "+2 bonus to hit." I read that as bonus in the sense of "free extra" or "helpful addition": something that isn't required but is desirable.
so it was a bonus for those lacking in imagination? i still don't see that as viable for a game about imaginations, since that kind of player is lacking in one of the fundamental components needed to play. maybe imagination based games just arent for them, and that is ok. after reading a few more books or watching movies, or whatever inspires them, they will have a more developed imagination and be able to return without needing to be handheld to lead them to their own imaginations.
no it doesn't it caused arguments more than resolves them. simply for reason i have laid out before on "fire-building".The three systems provide different ways to resolve arguments over what a character does and does not know.
all it does is gives times, not a reason for this specific "skill", and many times it would ahve people asking why it even existed and others couldnt start fires without tinderbox. you are talking about people that that live or die because of the life-giving element of fire. it is used for heating, cooking, etc... so how would they NOT know how to start a fire? why is every commoner and dirt farmer expected to afford luxuries such as tinderbox or flint and steel?Fire-building: A character with fire-building proficiency does not normally need a tinderbox to start a fire. Given some dry wood and small pieces of tinder, he can start a fire in 2d20 minutes. Flint and steel are not required. Wet wood, high winds, or other adverse conditions increase the time to 3d20, and a successful proficiency check must be rolled to start a fire.
Copyright 1999 TSR Inc.
oh, but its for those "varying degrees" or extreme circumstances.. it adds 1 to 10 minutes to build a fire for this person IF a successful skill check is made.
WHO decides what adverse conditions are? the DM... instant argument from rules lawyers.
don't even get me started on how this is, to use a modern term, a "trap option", since it doesnt count for a wizard that could create a spark with a cantrip that would start a fire in less than 2-20 minutes, or a bigger spell in the event of winds, wetness, etc where the fire wouldn't really give a shit about those "adverse conditions" since he can violate physics anyway.
you may be falling into new-age thinking where being "rules not rulings" means everything is solved by the rules, but i am guessing you didnt live through the things so don't get them by not experiencing them. but it did the opposite of what you think it did. just the very gamist and arbitrary limit to NWPs since many would be common things peoples of a time in which games were had would know how to do.
this is why NWPs was just an add-on that had to be worked into your game and is entirely optional, and only WPs were required for tournaments to give pacing and a game clock to know how much game time passed when playing. not sure how that fits, but would have to check the RPGA handbook to see if game-time means anything special, when i remember the "vote" thing really being about was the game played any fun, and who was the best player at that table.
this doesnt have anything to really do with NWPs specifically, but it falls flat when you realize that what you are saying would mean you can never gain new skills after you begin play. you might have meant "before you try an action at current you know what your options are", that might word it a bit better.Codified skill systems have the advantage of making it clear what the character does and does not know up front.
but as has been said, it cannot be all inclusive, therefore you cannot codify it, and it also loses that, WOW factor if you will. not to mention you really DONT know what you can do until you try, so what you think you know, or rather your character, means jack and shit.
now this is all based on systems that have existed, and i really dont think skill systems have a purpose, but would like to still try to devise one that does and see how it works!
Neither the characters nor the players know exactly what they will face, but they can prepare for what they expect to face.
the problem then lies in the fact that the player may come up with a good idea while playing, and not had any idea that "skill Y" could facilitate it because he had no need to come up with the idea prior and ask. so in the middle of an obstacle wherein some "skill" is need you have to retcon the game to correct a character sheet? do you even allow this or jsut screw over the player and the other players, because there is now no way to facilitate this workable idea because of some arbitrary number assigned to and from some "skill system"?
Player: Hey if we start a fire we can smoke the goblins out and kill them in an ambush!
DM: None of you took fire0building NWP, so you will not be able to get the fire going in this rain.
that is how it would work for those RAW or "rules over rulings" type of people as THAT is the way the system works right? good system? did it leave room for the DM to say yes or did the arbitrary limit of skill screw over a player due to bad design?
not as much as you think. the Net-deck character came about BECAUSE of 3.x and the fact it had too much crap to fiddle with that made making the character more important than playing it. you cannot plan for everything unless you know exactly what you are going up against, and there is where metagaming comes into play. someone read the module before so knows how to do it with this new character? i could understand a revisit people would know things and if you are playing in away such that nothing has changed since you last left you only went to town for the purpose of being better prepared. but having read an adventure and picking only the things needed for it.. yeah that is "cheating", or worse... missing the point of an adventure game by trying to jsut BEAT it rather than play it.To a certain extent they existed in older editions of D&D as well, but widespread Internet access made it easier for people to discuss them.
the thing is, that is one of the things D&D was created to get away from. your miniature choices for wargames were minmaxxed, they had to be unless folliwng historical reeactments. you get to choose AS YOU PLAY, what you want to happen. Gary was conflicted with this holdover as can be seen in his mixed signals in 1e. whether he ever learned that this was the reason and he just couldnt find the way out of his mental rut because he had done such a thing for so long in wargames, i jsut ahve no idea, but God rest his soul, he damn well tried to get out of the rut in various places so that actions DURING play, were of more important than choices made BEFORE you played. i mean look at the BD&D character sheet. it has really nothing on it so that you are not bound by many things and can come up with new ideas at any time. now compare that to 3.x/4E character shets that are so cluttered with shit you are only pikcing from some lsit off the sheet rather than thinking during play. yeah the 2e sheet is cluttered to, but part of that is bad design in putting things for all those optinal rules you might choose to use and wasting space and crowding things for people that choose not to use them like NWPs, WPs, diety, etc.Having the DM crap all over anyone who tries to "min/max" is a poor way to avoid flaws in the rules, and there is no reason a "min/maxed" character cannot have compelling characterization and a proper backstory.
this is fine, but not how it works as you yourself should know that minmaxxers are CharOps-ers, and thus make "builds" which equate to:The game has rules, the player knows the rules, and the player has stated an intention to choose a particular option given to him by the rules.
which is as you say "metagaming".It's fine to dump Strength because I'll have Gauntlets of Ogre Power by sixth level
ergo, minmaxxing/Char-Op-ing, is metagaming. and this probably the main reason i have not seen a decent skill system because it only encourages metagaming since every skill is associated with a mechanic to give a bonus. it jsut encourages metagaming and actually enforces it as the WAY to play. but you aren't playing at that point, you already beat the game before playing it. thus we end up in my signature "Play the game, not the rules."
is there ANY skill system that doesnt encourage metagaming that actually helps while during play as opposed to only limiting you to be stuck with choices you made before play? does the player get to play the game, or only his character? (which is almost the same concept of challenge the character not the player, because some people want to be challenged AS players as that is who they are, they only touch the game world through the character.)
i made that a parenthetical, but it really gets to the root of the problem i guess. players that like to play the game by playing it as opposed to trying to figure out how to beat if before play, want to be challenged as a player. they are the one playing the game, their character is not just a pawn in it, but their own simulacrum in the game. so they don't want to see the character challenged, THEY want to be the one making the decisions what happens when. so not having access to some sort of "skill" for a good idea because of some arbitrary limit made in order to "challenge the character" just ruins the game as the player's ideas and choices no longer matter.
something to think about as a different angle to the whole situation and MANY other things....
well that is why i asked people that play systems with heavy skill use to define what skills are needed, and why THEY as the player needs them. then we could gather ideas to see which ones would be most useful so things like that dont come up or as said before those "trap options" dont exist. but the thing just above seems more important right now as to the whole situation that just which skills, but what skills encourage and why. it is a conundrum.Regarding swimming in the desert, of course not all skills will be of equal use in all adventures or campaigns.