Weapon profs as skills instead of feats [Archive] - Wizards Community

Post/Author/DateTimePost
Masterfulks

03-16-07, 01:17 AM
Wouldn't that make more sense?

If you can spend skill points to learn a language, why can't you spend skill points to learn a weapon?

I would think learning a new language would be much tougher than learning how to use a sword vs a mace.

Maybe 2 points for a martial weapon, and 4 points for exotic...
Krusk

03-16-07, 01:22 AM
i think the only problem with this, is that it takes some away from fighter even more, and thats really one of the last things they need.
jokey665

03-16-07, 01:27 AM
I see it as giving a fighter something somewhat useful to use skills on. Their skill list isn't exactly the best list out there (Heck, commoners have a better skill list), and this way they can learn a bunch of exotic weapons and save the feats it would otherwise take.
Johannixx

03-16-07, 01:27 AM
Make it a class skill for martial characters, and cross-class for others. Boom, shaka-lakka, you've kept the Fighter's advantage.
Krusk

03-16-07, 02:04 AM
Johannax is right. Do that, except i would say it is class skill for everyone with full BAB, cross class for others.
Kineon_War

03-17-07, 08:55 PM
I was thinking something along the same lines myself.
I would like to do away with BAB altogether and make the characters build each weapon up in individually.
Now if only I could find a feat system to purchase magic.

Cheers
Xavon

03-17-07, 11:55 PM
Why not just go the extra step, and get rid of BAB, and make weapons skills?

Fighters get all weapons as class skills, +3 skill points that can only be spent on weapon skills.
Other full BAB classes get simple and martial weapons as class skills, +1 skill point that can only be spent on weapon skills.
3/4 BAB classes get simple and a few martial weapons as class skills.
1/2 BAB classes get no weapons as class skills.

BESM d20 actually does both... Really high attack bonuses there. But they also do the same with armor.

I also considered something similar for armor. The Armor skills are used to for the check to quickly don and remove armor, and for determining max AC bonus (your AC is limited to your skill points in that type of armor, and if your skill exceeds that armor's AC you get other bonuses).