Alternative Systems for AD & DTM

Skills & Abilities#2

Non-Weapon Proficiencies

Notes: While the system for using NW Proficiencies as given is OK, it does have a couple of odd features. The first is that it doesn't allow for someone unskilled at a NW Proficiency to have a try at the task in question. The second is that new NW Proficiencies are given out only when a character goes up levels; it's difficult to rationalise why killing twenty or so Ogres should provide you with the conceptual leap to learn Literacy... I try to solve these problems below. The system for increasing ability with a NW Proficiency should be applied carefully, in order to avoid PCs rapidly becoming over-skilled.

PCs gain the normal range and number of NW Proficiencies when created. The NWP they choose begin at the Base level, with a +3 to this level for each extra Proficiency slot spent on it. Their chance to use the other NWPs is at Default level. See the table below.

No further NWPs are gained by Level increases. Instead, any successful use of an NWP in stressful or difficult circumstances allows a chance to improve that NWP. No more than one opportunity to improve a given NWP may be gained each month. The chance to improve is (20 - Current level of NWP), roll under on 1d20. A successful roll adds 1 to that NWP.

Alternatively, a skilled teacher may instruct a character in any NWP that the teacher has at higher than both his own Default level and the pupil's current level. The instruction takes a solid month of work by both, and as long as the teacher succeeds at their own Teaching NWP roll, the pupil will gain a free roll for improvement at a -4. Note that Per is Perception; a new attribute given here.

NW Prof Default Base NW Prof Default Base
Acting (WIS+CHA)/3 (WIS+CHA)/2 Etiquette CHA-4 CHA
Agriculture WIS-6 WIS-2 Fire-Building DEX-8 DEX-3
Animal Handling WIS-6 WIS-2 Fishing (WIS+DEX)/3 (WIS+DEX)/2
Animal Lore INT-4 INT Forgery (INT+DEX)/3 (INT+DEX)/2
Animal Training WIS-6 WIS-2 Gaming (INT+DEX)/3 (INT+DEX)/2
Appraising (WIS+PER)/3 (WIS+PER)/2 Gem-Cutting (DEX+PER)/3 (DEX+PER)/2
Area Knowledge WIS-6 WIS-2 Healing INT-8 INT-2
Armourer WIS-10 WIS-3 Heraldry INT-8 INT-3
Artistry PER-6 PER-3 Herbalism INT-10 INT-3
Astrology INT-10 INT-2 History, Ancient INT-6 INT
Blacksmithing WIS-8 WIS-3 History, Local INT-4 INT
Blind-Fighting PER-8 PER-4 Hunting (DEX+PER)/3 (DEX+PER)/2
Boating (STR+DEX)/3 (STR+DEX)/2 Jumping STR-6 STR
Boatwright (DEX+WIS)/3 (DEX+WIS)/2 Languages, Ancient INT-12 INT
Bowyer/Fletcher WIS-8 WIS-3 Languages, Current INT-8 INT
Brewing INT-6 INT-2 Leadership (WIS+CHA)/3 (WIS+CHA)/2
Butchery WIS-8 WIS-2 Leatherworking WIS-8 WIS-3
Carpentry WIS-6 WIS-3 Lipreading PER-6 PER
Cartography INT-8 INT-2 Locksmithing INT-12 INT-3
Charioteering DEX-6 DEX-2 Magecraft INT-8 INT-2
Cobbling WIS-6 WIS-2 Mining (WIS+CON)/3 (WIS+CON)/2
Cooking WIS-6 WIS-3 Miller WIS-12 WIS-4
Dancing DEX-4 DEX Mountaineering (STR+CON)/3 (STR+CON)/2
Disguise (WIS+PER)/3 (WIS+PER)/2 Musical Instrument (DEX+PER)/3 (DEX+PER)/2
Endurance CON-6 CON-2 Navigation INT-10 INT-3
Engineering INT-8 INT-3 Pottery (DEX+WIS)/3 (DEX+WIS)/2
Escapology DEX-12 DEX-4 Riding, Land (DEX+WIS)/3 (DEX+WIS)/2
NW Prof Default Base
Rope Use DEX-8 DEX-3
Running (Distance) CON-8 CON-2
Running (Sprinting) STR-8 STR-2
Seamanship (DEX+WIS)/3 (DEX+WIS)/2
Set Snares (DEX+PER)/3 (DEX+PER)/2
Shipbuilding WIS-10 WIS-3
Sign Language (INT+DEX)/3 (INT+DEX)/2
Singing 2d6 roll 3d6 roll
Sleight of Hand DEX-8 DEX-2
Smelting WIS-10 WIS-3
Stonemasonry WIS-10 WIS-3
Style (WIS+CHA)/3 (WIS+CHA)/2
Survival WIS-8 WIS-3
Swimming (Distance) CON-14 CON-2
Swimming (Speed) STR-14 STR-2
Tailoring (DEX+PER)/3 (DEX+PER)/2
Teaching WIS-8 WIS-2
Tightrope Walking DEX-10 DEX-3
Tracking (INT+PER)/3 (INT+PER)/2
Trading WIS-6 WIS-2
Tumbling DEX-8 DEX-2
Ventriloquism PER-10 PER-4
Weaponsmithing WIS-10 WIS-3
Weather Sense (WIS+PER)/3 (WIS+PER)/2
Weaving WIS-8 WIS-3
Whitesmithing (DEX+PER)/3 (DEX+PER)/2