From: [z z thall] at [mailbox.uq.edu.au] (Travis Hall) Newsgroups: rec.games.frp.dnd Subject: A New AD&D Skill System: Intro (0 of 3) Date: 27 Aug 1997 06:33:09 GMT A New AD&D Skill System: Introduction Due to popular demand, and after appropriate rewriting for the purposes of clarification, I am posting my AD&D non-weapon proficiency system. It is quite large, since I went through and tried to explain everything in full, so I'm posting in three parts (plus this intro). Part 1 is about the basic mechanics of the system. It is a dice-pool system similar to a number on the market these days, but with certain notable differences to those other systems. Part 2 goes into details concerning specific proficiencies. The demarkation of content between this and part 1 is not clear, so read both. Part 3 helps to explain what the mechanics mean in terms of the game world. It is not an essential part of the system, but I have found it to be very helpful. Note that this system is intended to also cover, at least to some extent, a very large range of skills, from complete buffoon to godly levels of ability. That is why there are sharp limits on the upper levels of ability. No human blacksmith should be able to compare himself to Vulcan. Please do not respond with complaints about how the system is not necessary because the standard system is adequate. There is already a thread discussing that, and if you want to add to it, I'll discuss it with you there. This is being posted for those who are not fully satisfied with the standard system and who already know they want something better. If you have any comments, I'd love to hear them. I'd suggest putting replies up as responses to the intro - but please, cut back the unecessary quotes. We don't need to read the entire intro 10 times. -- Why is it that when I do finally get around to creating a .sig file, I can't think of a single witty thing to say in it? The Wraith