* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Weapon Proficiencies Started at 09-02-06 08:32 AM by Vampirelord Visit at http://forums.gleemax.com/showthread.php?t=695658 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Vampirelord Date : 09-02-06 08:32 AM Thread Title : Weapon Proficiencies The 2nd ed. player's handbook says that you can spend multiple points on non-weapon proficiecies to increase the chance of succes, I was wondering if it has a limit or if you can spend as many points as you wish? Is it the same with weapon proficiencies? It says that you can spend an additional point to specialize but can you spend more? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Agathokles Date : 09-02-06 07:31 PM The 2nd ed. player's handbook says that you can spend multiple points on non-weapon proficiecies to increase the chance of succes, I was wondering if it has a limit or if you can spend as many points as you wish? Is it the same with weapon proficiencies? It says that you can spend an additional point to specialize but can you spend more? There's no limit for non-weapon proficiencies, but consider that, at most, a standard character can have some 10 points, plus the intelligence bonus, so spending multiple points to get a minor bonus may not be a great idea -- especially since few NWPs rely on extremely high scores (you can be a smith even if your Blacksmithing score is not so high, you'll just earn less money than a master craftsman, and you'll not be likely to create masterpieces, but you'll still be able to replace a lost horseshoe when needed!) For weapon proficiencies, things are different. Only single class Fighters can, under PHB rules, spend 1 additional point to get Weapon Specialization, and nothing more than that. Combat and Tactics, though, introduces a different set of rules that allows for further specialization (called, IIRC, mastery and high-mastery). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Vampirelord Date : 09-02-06 08:08 PM There's no limit for non-weapon proficiencies, but consider that, at most, a standard character can have some 10 points, plus the intelligence bonus, so spending multiple points to get a minor bonus may not be a great idea -- especially since few NWPs rely on extremely high scores (you can be a smith even if your Blacksmithing score is not so high, you'll just earn less money than a master craftsman, and you'll not be likely to create masterpieces, but you'll still be able to replace a lost horseshoe when needed!) For weapon proficiencies, things are different. Only single class Fighters can, under PHB rules, spend 1 additional point to get Weapon Specialization, and nothing more than that. Combat and Tactics, though, introduces a different set of rules that allows for further specialization (called, IIRC, mastery and high-mastery). I see. Well, thanks for the answers. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : weasel fierce Date : 09-02-06 10:58 PM Curiously, in 1st edition AD&D, spending a second slot gave you +2 to the proficiency in question, which I always liked better than just +1 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : Agathokles Date : 09-03-06 09:19 AM Curiously, in 1st edition AD&D, spending a second slot gave you +2 to the proficiency in question, which I always liked better than just +1 You mean to NWPs? Even though I didn't know, I use this version as a home rule. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : Vampirelord Date : 09-03-06 11:50 AM I was also wondering what is required to make a weapon? (Non-magical) On the blacksmithing proficiecny description it says that the character cannot make "most" arrmor or weapons. Wouldn't he be able to if he spent many points on it? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : weasel fierce Date : 09-03-06 12:54 PM Im pretty sure there's separate proficiencies for making weapons and armour -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Author : Vampirelord Date : 09-03-06 01:14 PM Im pretty sure there's separate proficiencies for making weapons and armour Yeah, "Weaponsmithing" and "Armorer", my fault there. I just assumed blacksmithing was making all types of equipment... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 9] Author : Tamako of the Empty Hand Date : 09-03-06 09:28 PM I'd allow a blacksmith to make smaller hammers, axes, knives and whatnot, but never armor. Armor just seems to me like it would be too specialized a skill. As for spending extra proficiency slots on a nonweapon prof, I never did it or saw it done. There just isn't enough benefit unless you have a low ability score and [I]really[I] want to be good at something. For weapons, some of the expansions had options. The complete elf, for instance, allowed you to spend up to three additional weapon slots on a weapon for the bladesinging style. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 10] Author : Agathokles Date : 09-04-06 04:54 AM I'd allow a blacksmith to make smaller hammers, axes, knives and whatnot, but never armor. Armor just seems to me like it would be too specialized a skill. It depends on the armor type. Plate mail, banded mail, and plate armor require highly specialized skills, but making studded leather or brigantine armor require more leatherworking than armorer skills. Chain mail falls in the middle. Also, the blacksmith might not be that good at creating the precise steel alloys required for armor and weaponsmithing, so I'd say that average blacksmiths could create iron or bronze weapons (and some armor types), but nothing more. As for spending extra proficiency slots on a nonweapon prof, I never did it or saw it done. There just isn't enough benefit unless you have a low ability score and [I]really[I] want to be good at something. Well, the Armorer skill is one of those cases, since it starts with a -3 penalty. But yes, with only +1 per slot spent, it's not that attractive. A +2 bonus, as mentioned above, seems a better choice. G. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 11] Author : weasel fierce Date : 09-06-06 03:51 PM Indeed. Its one of those things that made me go "thats a dumb change". I would have liked to keep proficiencies in the vein of Oriental adventures, as well, since I liked that implementation better -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 12] Author : Horemheb442 Date : 09-07-06 03:14 AM Thread Title : Re: Weapon Proficiencies I have a policy on weapon specialization I'd like to run by you. Since my rationalle is that your "basic training" is enough for proficiency, and fighters have a lot of them because that's their job, I think it takes experience with the weapon in question to specialize. To that end, I don't go for specialization at first level, but you can do it when you get to your next proficiency slot. Then they have the experience to have it make sense. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 13] Author : weasel fierce Date : 09-07-06 09:03 PM Thread Title : Re: Weapon Proficiencies sounds fine with me. But then, Im a fan of the red/blue book D&D, where clerics dont get spells till level 2, so Im fine with characters having to prove themselves, before they get the good stuff :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 14] Author : Agathokles Date : 09-08-06 04:41 AM Thread Title : Re: Weapon Proficiencies I have a policy on weapon specialization I'd like to run by you. Since my rationalle is that your "basic training" is enough for proficiency, and fighters have a lot of them because that's their job, I think it takes experience with the weapon in question to specialize. To that end, I don't go for specialization at first level, but you can do it when you get to your next proficiency slot. Then they have the experience to have it make sense. It seems fine. Indeed, higher level of specialization, as proposed in C&T, do have minimum level requirements. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:18 AM.