Very few. On the other hand, there's no concept of improving on these proficiencies; you either have them or you don't, and since they are hard-coded into ability checks rather than rolls against a difficulty class, they are basically static; you can do it or you can't, and as long as the attribute is high enough the probability of success is almost at the 'taken for granted' level. (Although with the Astrology proficiency, and doubtless with others, rolling a 20 results in a wildly inaccurate prediction or other flavoursome failure.) So limited slots doesn't necessarily amount to curtailing what your character can do as much as they make it an 'all or nothing' proposal.Boating is basically the smuggler's skill. However, looking at the skill list, I can't help but wonder how many Skill Slots you got in 2nd Edition, because there's a lot of basic stuff there.
This. I handle them like the thief skill. If the thief is just trying to get past a sleeping guard, he simply succeeds automatically. An alarmed guard, on the other hand, requires a check. The same goes for proficiencies; a smuggler only makes a check if teh weather is bad etc.In 2e, to be honest, I would expect to be ruling as DM that a character can dabble without a skill slot for some basic skills most adventurers should know or learn to do on the job, such as rowing a boat. But a really skilled mariner would get to do the skilled manoeuvring of boats, know the tides, rocks and currents of at least their local area, and where the best landing places are, and should be spending proficiency points to learn that particular skill.
Feats are something that confuse me and I often either take ones that grant passive bonuses (such as Endurance) or simple, easy-to-remember actions like Cleave in 3.5 or Vital Strike in PF. But I'm not sure feats are under discussion here. NWPs are more like skills than feats.I know 2e's proficiency system had a lot of issues, but after dealing with the ocean of feat-bloat that afflicted both 3.x and 4e, and after seeing 5e's struggle with getting a sensible skill system together, I wonder if some means of cobbling together the concepts the feats and skills are supposed to represent into something akin to 2e's proficiency system might not be the way to go. More OT, my 2e days largely saw proficiencies of the non-weapon variety ignored, so these sections were largely skipped over. Shame they weren't something I was interested in exploring back then.
Sadly, we got the same basic archetype in the CBH.Acrobat
See!Description: Acrobats are related to bards, as both ostensibly have the profession of entertaining others.
Dick Grayson wants to stomp a mudhole on you!Some would say they do this to avoid "real" work. And both characters are wont to support themselves by unorthodox means when there's a slump in their "regular" business.
Robin is a dangerous-dangerous man.Because of the physical demands of their vocation, Acrobats must have minimum
scores of 12 in Strength and 14 in Dexterity.
I'd question the issue of the Middle Class as Carnival Folk are a class all their own.Role: Even Acrobats who are not inclined toward larcenous behavior are rarely looked up to by the rest of their society. People who become Acrobats or actors often were born into the middle class, though their status actually becomes lower. The middle class delights most in the entertainments. The lower classes are usually too busy struggling to survive, and may be tied to their land or profession in the manner of serfs.
Running away to join the Circus *IS* one way of escaping an unwanted marriage.The nobility and wealthy people are "above" the crude entertainment of the crowd; and even if they might see a circus on occasion, it would be socially impermissible to join it. Except in unusual circumstances, then, Acrobats will come from the middle class. A player character might be different, if a player wishes, but he will need a plausible explanation of the situation. Because of the social disgrace, it is likely that any entertainer from wealthy or noble class will be disowned.
Wow, they're really obsessed with the disowning part. Of course, I always enjoyed the character of Dandelion from the Witcher series who is *SPOILER* an extremely high-ranking nobleman but who gives two **** and becomes a bard.But then, many people who seek employment as entertainers didn't leave their previous lives out of choice, anyway. A noble-born Acrobat was probably disowned (or worse) before he took up that profession, and might even have assumed a new identity.Acrobats from other backgrounds may have histories, too —things to hide, and enemies to fear. One thing they like about the circus is that nobody presumes to remove anyone else's mask or make-up.
Wow, they just love the stereotypes around here don't they.The circus may indeed get its own history. Run by a competent swindler, a circus may make piles of money from gullible spectators. It could bring in even more by having its own Cutpurses, who are permitted to work the crowds so long as they give a percentage of their take to the circus management.
The exception, of course, is the Acrobat from the D&D cartoon. She was the Monk, though.Acrobats are almost always wanderers. A small town quickly tires of its entertainers, so they must move on to the next, where their tricks and displays may be considered new and impressive.
Obviously, Tumbling didn't exist yet.Nonweapon Proficiencies: Required: None. Recommended: Alertness, Disguise, Fast-Talking, Juggling, Musical Instrument, Riding, Rope Use, Ventriloquism.
I wonder if Rope Use would cover Tightrope Walking in this universe.Skill Progression: Among the basic thieves' skills, climbing walls is the one most applicable to the Acrobat's overt profession. Their lightness of step leads to excellence in moving silently, so this skill also is likely to improve rapidly. Finally, many an Acrobat supplements his circus income by picking the pockets of the audience when he is not actually performing.
I'm tempted to say, "No shit, Sherlock." Then I remembered all of the stuff I tried to get past MY Gamemaster.Equipment: In order to make use of their Acrobatic skills, Acrobats favor the least and lightest equipment possible. If the optional encumbrance rules (Player's Handbook, pp. 76-79) are used, Acrobats should not be permitted more than light encumbrance. Acrobats may encumber themselves more in special situations (e.g., carrying a wounded comrade to safety, hauling a great hoard of treasure), but they will invariably seek to divest themselves of the excess weight at the first opportunity.
This is some lazy-ass game design here.Special Benefits: The abilities of jumping, tumbling, and tightrope walking are so crucial to this kit that the Acrobat should be able to have them as special abilities even if the DM has chosen not to use the nonweapon proficiency system. Further, because of their intense training with these skills, Acrobats should get a bonus of +1 whenever a proficiency check is required. This bonus is +2 if the Acrobat is wearing no armor (and, under the optional encumbrance rules, is unencumbered).
This is just Dwarf prejudice! You're preaching hate, man!Races: The shorter races—halflings, gnomes, and particularly dwarves—often have difficulty with Acrobatic feats, on account of their body size and build. Dwarves, in addition, rarely have a temperament that would endear them to a circus show; though one can easily imagine cheerful halflings and mischievous gnomes entertaining a crowd. Dwarf characters, then, ought not to take this kit. Halflings and gnomes may, if they so desire, but they do not gain the bonuses listed under "Special Benefits" for jumping and tightrope walking. (They do receive the tumbling bonus.)
Classes had three or four NWPs to start, and gained another every three levels (actually, I think Thieves and Bards might have been every four levels). Optionally you could get more NWPs for high Intelligence. Kits vary a lot in terms of granting NWPs, iirc there was one which gave five and others that gave none at all.Boating is basically the smuggler's skill. However, looking at the skill list, I can't help but wonder how many Skill Slots you got in 2nd Edition, because there's a lot of basic stuff there.