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ANWPR Rules
ANWPR Rules
A new optional system for use with 2nd Edition, Advanced Dungeons & Dragons
First, I would like to say that I like the idea of Non-Weapon Proficiencies. I like the flavor they
add to the game. I like that two, otherwise identical, characters could feel different by the use of a few
NWP's. (before kits were added) However, my experience with AD&D has had little to no use with
them. The proficiencies that ARE used are pretty common and used over and over again.
(Blindfighting anyone?) My goal with the new system is an attempt to give more choices to players
and DM's and at the same time, bring a sense of “grow with the character” that isn't present with the
current system.
Way back in the 90's, after I had gained a level with a character, I was awarded a new non-
weapon proficiency. I thought back to the adventure that we had just played. In that adventure, we
had recovered an airship from a desert temple and had flown it to the quest giver to save the day.
Since we only had the PHB at the time, there weren't many options, so I decided to choose
“Navigation” as my new non-weapon proficiency to reflect my interest in Airborne Sailing(?)
The problem I had with this from my role-playing perspective, is that I was instantly rewarded
with full knowledge of all navigational skills. My character had never been on a boat, much less an
airship before. To me, it seemed that it would be more likely that I could have learned 'some'
knowledge of navigational techniques, and as I gained more levels, I would be able to become more
proficient in navigation.
Fast forward to 2014. I decided to teach my children and their friends the glory of 2 nd Edition.
As we played more, they became more invested in the game. I began having the same feelings I used
to have about the NWP's. Initially, I compiled NWP's from the complete books of everything that I
have acquired over the years. As the list grew, I decided to make a change and use my new group as
play testers.
1. I didn't like proficiency groups. Why it is harder for a Warrior to learn Ancient History
or why it is harder for a Rogue to learn Religion. To me, it feels as though the rules are
meant to keep classes using specific skills to fit the theme of the game.
2. I want the skills to grow with the player over time. In my example above, it didn't feel
like the skill should have been instantly known.
3. I want a set of rules to adjudicate someone attempting a skill that exists, but they are not
proficient with.
New Proficiency Points Rules
• All characters will start play with the ability to use all proficiencies. There are no more
“Proficiency Groups.”
• Skills are now measured in percentages as opposed to a 20 sided die roll.
• Characters gain skill points every level as opposed to every 3rd or 4th level.
• Characters may attempt any skill. If they have not added any points to that skill, then their skill
level will be your relevant ability score as listed on the worksheet with it's modifier, expressed
as a percentage.
Character Creation
• Characters receive points to distribute among any proficiency as desired. Beginning Warriors
and Rogues will initially receive 300 points at character creation. Wizards and Priests will
begin with 400. A multi-class character will receive the greater amount.
• As per the PHB optional rule, a higher intelligence can modify this result.
• Each bonus language adds 100 points to your proficiency point pool. (As determined by the
character's intelligence “Bonus Language” adjustment)
• At first level, you may put up to 50 points into any of the available proficiencies. (DM's
discretion could add more or less depending on background story. ie. An older blacksmith
thrust into an adventure may have his armoring and smithing skills maxed out.)
• Your character gets 1 free home language to start. This does not count against your proficiency
points. See “Languages” rule for choices.
• Languages and Read/Write do not receive the 50 point restriction on character creation.
• The ability to Read/Write is not given and must be learned through the proficiency system.
Also, the ability to read / write one language, does not constitute reading / writing of another.
• If a player is playing a character kit from any of the optional 2E handbooks, then any bonus
non-weapon proficiencies gained by that kit will get a bonus of +25 points in the “kit” column
to be added before any initial points spent in the skill.
• The above also applies to any bonus non-weapon proficiencies from a specialty priest kit.
• Dwarves receive +50 points in the detection skills
• Rangers receive +30 points in the tracking skill.
Leveling Up
• Each level, characters are awarded proficiency points based on the character's wisdom score,
which can be used on any proficiency. The formula is 2 x WIS.
• If your character is multi-classed, you must divide this number by the amount of classes played.
(A multi-classed fighter/mage will earn 1/2 points for each class to level, while a
fighter/mage/thief will earn 1/3 points for each class to level)
• Points are then distributed in a similarr manner as thief skills.
• The maximum amount of points that can be added to any proficiency will be determined by the
characters intelligence score. The formula is 1.5 x INT. (Rounded down) A character with an
8 intelligence can add 12 points to a skill, while an 18 intelligence will allow you to add 27
points to any one skill. This will help represent the more intelligent character's ability to learn
faster.
INT Reference Chart
INT Points INT Points
2 3 14 21
3 4 15 22
4 6 16 24
5 7 17 25
6 9 18 27
7 10 19 28
8 12 20 30
9 13 21 31
10 15 22 33
11 16 23 34
12 18 24 36
13 19 25 37
Languages:
Language skills will be ranked by percentages in the same way as the other skills. The skill ranking
will now determine fluency. This will now help determine how fluent a character is, with a given
language, expressed as a percentage.
The player will be limited to adding the same points per level to any language skill after level 1, based
on intelligence.
Language Example:
Deselnora's Dwarf language skill is at 58%.
DM: “Deselnora, You can only understand about half of what the Dwarf is saying.”
or
The ANWPR Worksheet is designed to be kept it in our character folder until the character levels up.
The DM also keeps a copy for quick reference.
Character Building Example: A Dwarven fighter/priest of Moradin with the Temple Guard kit from
“The Complete Priest's Handbook” has an intelligence of 12. He begins the game with 400 proficiency
points for being a priest, plus an additional 300 for his INT score.
With his 700 starting points, he first chooses “Appraising, Gems and Jewelry” which is an intelligence
based skill. Since he has an INT of 12, he starts off with 12 points in that skill. He decides to add 30
points into the skill so he begins the game with a 42% chance of success at appraising a gem.
He next chooses “Alertness.” The modifier is Wis +1. He has a 17 wisdom, so he gets 18 points to
start. He then adds 30 points to the skill, and since the Temple Guard kit has a bonus proficiency of
Alertness, he gains an additional 30 points into the skill. This gives him an alertness score of 78%.
If he chooses not to add points to any detection skills, his scores will start with base scores of 50% for
being a dwarf plus any ability modifiers. His detection of “new slopes or passages” would be 50 + 16.
66% without any points added.
If he adds no points to a proficiency, his base score will be his relevant ability plus any modifier as
noted on the worksheet.
Once complete, you just add the NWP's that you have added points to, to your character sheet.
Level Up Example:
Our dwarf has now reached level 2. Since he has a wisdom of 17, he receives 34 points to add to his
skills. However, due to his intelligence of 12, he can add no more than 18 points to any one skill.
In the game, the characters need to take an overland journey so they have bought horses. If he does
nothing, he has a 20% base chance to be successful if any skill checks are needed to ride a horse. (WIS
+3) He decides to add an additional 18 points to the skill, making it 38%. He splits the remaining
points between his blindfighting and his alertness skills. (8 each)
Playtest Example 1:
The party set an ambush for 2 Gargoyles. Being new to 2 nd Edition, they did not know that they needed
magical weapons to hit them. Once they realized that fact, the wizard decided to take his rope and
make a lasso to try and help with the fight. He had not added any points to the rope use NWP. I looked
up Rope Use on my worksheet and asked him what his dexterity score was. It was 12. With a very
slim chance for this to work, he rolled, and Succeeded! He created an amazing lasso! Then, it was
time to throw the lasso and I had him roll again. Unfortunately, he failed 3 times before moving on to
another plan.
Playtest Example 2:
The party was more powerful than the group of kobolds in the warren. But the party was outnumbered
5 to 1 and trapped. They decieded to negotiate but no one spoke Kobold. One of the kobolds spoke
Orc and tried to communicate. The elf warrior recognized it as Orcish and with a 28% in the skill tried
to negotiate. The players were looking for a powerful item and each time they tried to ask for
knowledge of it, the player failed the roll. I would rule, that the player didn't know the word for the
item that they were looking for. The entertaining part was all of the players trying to reword the
question for him. “Try this.” Failed roll. “Try that.” Failed roll. Until finally they succeeded.
In both situations, the players immediately added maximum points allowed to each skill after they
levelled up!
Version 1.0
Jan 2020
Grambo