| Post/Author/DateTime | Post |
|---|---|
| #1phaaf_glienDec 18, 2007 21:51:55 | Hello everyone. I have a curious question to ask. In 2nd edition, how did you all calculate your starting number of non-weapon proficiencies? The Player's Handbook seems to imply that the number of extra language slots can be slotted either for extra languages or proficiencies. However, the Fighter's Handbook argues that the intelligence extra languages number goes both toward proficiencies and languages, meaning that intelligent PCs would start out with a lot more proficiencies than one might otherwise guess. Where do you all come down on this issue? Any help would be great. |
| #2vrykolas2kDec 18, 2007 22:42:04 | Basically, you can split them... so... you can, with a 16 Int., start with 5 languages, or three languages and two extra proficiencies, or whatever. Probably a good idea if you really want multiple profiencies that each cost two or more and were lucky with your rolls. |
| #3varlDec 19, 2007 7:59:18 | I go the 'or' route. |
| #4phaaf_glienDec 20, 2007 7:41:07 | thanks guys... it's a rather curious question isn't it? i've been playing for years and years, and have always sided with vrykolas... the game seems to be on his side, save for the fighter's handbook |
| #5ozbirthrightfanDec 21, 2007 21:36:57 | In effect it's a meaningless distinction - If you use the NWP rules, the extra languages are just the languages, modern NWP. Unless you are thinking they are could potentially count as languages (for 'free') and then count again as NWP slots. You'd need to be a pretty good rules lawyer to make that stick... |
| #6phaaf_glienDec 22, 2007 2:06:15 | i have several good rules lawyers, for good or for worse... foolish fighter's handbook does argue for the double-count... pretty crazy if you ask me, but i've found no pre-fab PCs that fit the fighter handbook mold, thankfully. thanks for your input guys |