Non Weapon Proficiencies.
Non
Weapon Proficiencies are a significant portion of the Players Game Life.
A good game experience is due in part to a vast resource of skills available to
the Player that do not just include fighting or spell casting, and they are
essential in a game that attempts to be something other than dungeon crawl, or
Hack and Slash.
When
understanding the NWP overhaul to The Northern Province, it is important to
separate NWPs from WPs completely. To
look at the Non-Combat life and game as more of a conversational aspect. For instance, Imagine if you never had to
roll for combat, you talked it out and then the DM determined if you hit, and
how much damage you did? That would seem
wrong on a simple and fundamental level.
With NWP’s,
there is another whole life for the character available, that is governed by
roleplay, some die rolling, Critical Checks, and Story woven into a library of
skills and abilities.
With
that in mind, each character will have dozens of slots available for NWP’s, and
each NWP will require multiple slots and sometimes other special requirements.
Counters
will be used in some instances, and sometimes, the ability to have a specific
NWP may be taken away entirely, as in the case of a person attempting a dangerous
ford of a river, and trying to swim and failing with a 20 on their check. They drown, or almost drown and are
rescued. That person is now unable to
swim and afraid of rivers. They receive
a tally of 5 counters that can be removed as the character moves through
their life, confronting the fear on much smaller scales, to remove the counters
and be in a position again to actually face their fear of crossing rough
waters. When they try again, they roll a
20 again, and drown, but are revived by their party, and after that the Player
must adopt a permanent fear and a strong aversion to water.
Similarly,
a player is attempting to tie up a bandit that was defeated and on their first
roll of rope use, they get a 1. This
makes them able to bind people quickly and efficiently and gives the bound
entity penalties when trying to get out of the knots. It also gives the player a permanent bonus to
binding hands of +2 on their role.
It
is also important to have a person that could fight and kill a giant with their
bare hands, not have to choose between riding a horse, and swimming.
There
will be many NWP’s that arise during a campaign, and opportunities to pick up
the skills without having to make significant, character-arch sacrificing decisions
about whether to pick up the Whistling language of the Halfling hunters of the
bog, or learning how to treat arrow wounds, should not be a constant
consideration.
For
this reason a character will start with several free NWP’s in their back
ground. They will also have from 15-20
NWP points that they can allocate, at character generation, with an additional
15-20 points that are awaiting allocation.
As
much relies on situation and opportunity, there may be no opportunity for a
player to learn rope use after the game begins, and until they meet someone who
is willing and able to teach them a few things, and they have the time, they
will not be able to add points to the NWP.
Characters
also gain XP for successfully using an NWP.
To use
NWP’s correctly in the Northern Province, the guide in the players handbook
must be discarded.
To
start, a player adds up all their attributes and divides them by 6 discarding
percentages. This gives them the number of points they can use towards NWPs at Character Generation. NWP points at this stage, cannot be saved.
The next
stage of NWP collection is when the Player receives their Background from the
DM. NWP’s and languages provided by the
DM with the Character Background, will either be deducted from this total or
will not be, as determined by the DM.
Once a positive or negative number is determined, the Player adds their
IN and WI and adds one additional point if they are starting at first
level. This can be a number range
between 10 and 37. These points are kept
for use during game play moving forward.
Once the
game starts, no more than a single point can be allocated to a NWP at a Level
raise. So, you will not be able to add
two points to Direction Sense during one Level raise.
Also,
once the game starts, all proficiencies must be acquired in game play with the
DM’s involvement.
NWP’s can be allocated at any time through the DM in game play.
NWP’s
are often times highly personalized. For
instance Riding land based, does not really exist, its Horse Riding. The requisite is DX that checks are made
against, and for one point, a character gains some proficiency, but it must be
noted, anyone can ride a horse in theory, even without proficiency.
Lets
say that during character generation, the player chose Horse Riding, and then
when the Character received their background, the DM gave them another slot in
horse riding. And during the first game,
the DM made it available to the players that while they stayed in town, they
could pick up an additional point in horse riding., and then later, when the
character raised in level, they were able to spend another point in horse
riding. As it stands, the DE of the Character is 16. When they picked it as a proficiency, that
changed nothing but it gave them proficiency in riding horses, and allows them
to attempt feats by rolling their DE or lower.
They received a +1 from the DM, they Chose to augment it upon receiving
their back ground, and when they raised a level they added another point. This gives them Horse Riding, with a De of
16, and a +3 to every check roll. They can
keep adding points until they get to 20.
They can add a point to receive a re-roll if they ever roll a 20. They can add a point to give them more
movement speed. They can add a point for
rudimentary commands with their horse, like, come, or go hide, or throw your rider.
Most
NWP’s are similar to Horse riding in that they offer development over time, and
attribution of additional skills and properties that pertain to the NWP. This allows a skill like Horse riding to be
developed without sacrificing every other opportunity for knowledge the player
will ever have.
Now
let us say horse riding was a huge part of a characters persona, and they
developed a style of fighting on horseback, NWP’s that allowed them to fire
bows from horseback without penalty, and ones that allowed their horse to play
a role in combat, and bought special saddles, and magic barding.. This is how NWP’s should be able to be
developed throughout the game.
Similarly,
as these skills interact with NPC’s and the larger Game World, it is important to
be able to have these skills interface with the game world in a way that
illustrates the limits of learning and the benefits of mastery.
For
instance, a PC with 1 point in Rope use may think they tied an unbreakable
knot, but unless they rolled a 1 on their check, just about anyone with 2
points in Rope use can untie it. Further, someone with 3 points in rope
use can say to the DM, I want rope armor. And the DM will give the Player
its stats, so long as the player has rope and time to make it.
No roll is necessary unless doing something crazy like lasso an attacking griffin inflight, which can be done, but will need to be rolled at penalty. It is assumed they are
very good at rope use.
Also, there are no penalties for taking NWP’s outside of your
class, as there are no class restrictions to NWP’s.
A
character’s NWP’s should be listed with no more than 3 per page in the NWP
section of their Character Binder.
This
allows them to record the details of the proficiency, their Attribute checks, the
bonuses they receive and why, and record any counters that may have been
activated on the NWP. It is also
important to record the number of times the NWP use required a roll and the
number of times it was successful, as that relates directly to the game in
other mechanics.

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