2eDM over at THAC0 Forever! has been posting a series about the actual rules of 2e. When I joined a 2e group recently and went through the rules, I was surprised at all the optional rules provided. In fact, based on the rules that are NOT optional, it plays a lot like my first 1e group.

I was surprised by Chapter 11 stating that surprise was determined by 1d10 with 1,2,3 being a success. I had always done a roll of 1 on a 1d6. I know, works out about the same. Still, it's something I didn't pick up on until I started with this most recent group.

Anyway, here are links to the series thus far.

Part 1
Part 2
Part 3
Part 4
Part 5

I've been interested in reading these and comparing them to the optional rules made mandatory in various Skills and Powers books.

In my clone, I'm still looking for a good way to include Non-Weapon Proficiencies in a sane manner. In addition to rolling the Thieves Skills into the same mechanic, I keep going back and forth between the PHB way of listing them (Attribute - Modifier, roll under to succeed) or the Skills and Powers way (Start with a score ranging from 4 to 8 depending on the NWP). Thieves Skills would operate the Skills and Powers way because of the nature of their improvement over time. The difference is, that the PHB way ties Non-Weapon Proficiencies to an attribute, something recently mentioned by none-other-than-Mike-Mearls, while the Skill & Powers way completely divorces the NWP from attributes.

The question is, could I make Thieves Skills attribute based? Climbing Walls would probably be DEX -2, but some of the other could be awful. Pick Pockets at DEX -8?

Then again, maybe I can leave them detached from an attribute. The only thing I really changed from the PHB is that a d20 is used instead of d%. Consequently, a Thief begins with 12 points instead of 60 and gains 6 points instead of 30 points at each new level.

Rock on, 2eDM!