![]() Every facet of wilderness survival was split out into individual bits (because fine distinction amongst those skills makes sense for a Wilderness Survival Guide) - meaning making a simple "warrior who can go out into the wilderness and live off the land" require 9 slot (Direction Sense, Fire Building, Fishing, Hunting, Survival(2), Tracking(2), Weather Sense more if you want to Swim or be an animal-person or the like) - most of a no-kit, average intelligence warrior's career. Many of them were pulled straight out of the 1E Oriental Adventures and Wilderness & Dungeoneers Survival Guides with no revision or cohesive vision. On the plus side, they really did give you an opportunity to make selections that differentiated your character from every other human fighter or whatnot, and I remember obsessing over the right combinations of them (and 'min-maxing' my character by choosing the right kit to get me two NWPs from my wish-list).Īt the same time, the actual NWP system was a bit of a hot mess. NWPs in general are a double-edged sword for me, nostalgia-wise. ![]() ![]() It was incredibly inefficient, but they left open an avenue for it to happen. You could spend another NWP slot to raise the score by +1. ![]()
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