Starting Proficiencies: A new take on the UA system [Archive] - Wizards Community

Post/Author/DateTimePost
Xeviat-DM

05-19-04, 01:19 AM
Unearthed Arcana brought weapons a long way, by making them into grouped proficiencies. Along with that, each class only knows a certain amount of weapon groups, giving the fighter a nice edge over their warrior companions.

But I personally feel that the system can be taken one step down the line. The fighter got me thinking: A supremely high dex fighter will not want to deal with heavy, or even medium armor. Varients like the Thug suggest that the character could gain something in return for the lost proficiencies, but they never seem to be enough (in fact I feel that the Thug is unbalanced without the feat at level one).

So, here is my new system. I hope you like it. I've also taken some weapon balance liberties on the weapons which I feel are unbalanced. Enjoy.

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At first level, a character gains a number of starting proficiency feats based on their starting class. Like maximized hit points and x4 skill points, these are only granted at the first charater level; a character who later multiclasses will not gain any additional proficiency feats unless otherwise stated. Each class has a number of starting proficiency feats, as listed below:

Fighter: Simple Weapons, plus any other 8
Barbarian, Knight: Simple Weapons, plus any other 6
Cleric, Druid, Rogue, Savant: Any 4
Sorcerer: Any 2
Wizard, Psion: Any 1

These proficiencies may be spent one's armor, shield, and weapon proficiencies, as well as a small number of weapon specific feats. Every time one's BAB reaches a multiple of 4 (4, 8, 12, 16, and 20), they recieve a free proficiency feat. Here is the list of feats from the PHB which are eligable for proficiency feats:

Armor Proficiency (light)
-Armor Proficiency (medium)
--Armor Proficiency (heavy)
Exotic Weapon Proficiency (double weapons)
Exotic Weapon Proficiency (single weapons)
Improved Unarmed Strike
Martial Weapon Proficiency (axes)
Martial Weapon Proficiency (bows)
Martial Weapon Proficiency (curved blades)
Martial Weapon Proficiency (flails)
Martial Weapon Proficiency (hammers and picks)
Martial Weapon Proficiency (heavy blades)
Martial Weapon Proficiency (light blades)
Martial Weapon Proficiency (polearms)
Shield Proficiency
-Tower Shield Proficiency
Simple Weapon Proficiency (claws and fists)
Simple Weapon Proficiency (crossbows)
Simple Weapon Proficiency (maces and clubs)
Simple Weapon Proficiency (simple blades)
Simple Weapon Proficiency (spears)
Simple Weapon Proficiency (thrown weapons)
Weapon Focus
-Weapon Specialization
--Weapon Mastery
---Greater Weapon Focus
----Greater Weapon Specialization
-----Grand Mastery

All feats retain their prerequisities, and martial weapon proficiencies are given the added prerequisite of a BAB of +1 or higher (this precludes non-warriors from selecting martial weapon proficiencies at first level).

The following is a list of all the weapons which fit into each proficiency:

Simple
Claws and Fists
Punching dagger, spiked gauntlet
Crossbows
Hand crossbow, heavy crossbow, light crossbow
Maces and Clubs
Club, light mace, heavy mace, greatclub, quarterstaff, sap, morningstar, light flail
Simple Blades
Sickle, Machete, dagger (non-throwing), sai
Spears
Javelin, longspear, shortspear, trident, light spear
Thrown Weapons
Dart, shuriken, sling

Martial
Axes
Handaxe, battleaxe, greataxe, waraxe (2-h)
Curved Blades
Falchion, (katana) (2-h), scimitar
Bows
Shortbow, longbow
Flails and Chains
Flail, heavy flail
Heavy Blades
Longsword, greatsword, bastard sword (2-h)
Light Blades
Dagger (with throwing), kukri, rapier, short sword
Picks and Hammers
Light pick, heavy pick, light hammer, warhammer, scythe
Polearms
Glaive, guisarm, halberd, ranseur, lance, trident

Exotic
Exotic Double Weapons
-Axe
Double axe, urgrosh (must also have polearms)
-Flail
Dire flail
-Heavy Blades
Two-bladed sword
-Picks and Hammers
Hooked hammer
-Polearms
Urgrosh (must also have axes)
Exotic Weapons
-Axe
Waraxe (1-h)
-Crossbows
Repeating heavy crossbow, repeating light crossbow
-Curved Blades
(Katana)
-Flails
Spiked chain
-Heavy Blades
Bastard sword (1-h)
-Thrown Weapons
Bolas

Lastly, the list of weapons and their statistics, which will be followed by a break down of my melee weapon balancing system.
Xeviat-DM

05-19-04, 01:41 AM
Melee Weapon Balance System

Light: 1d4 20/x2
One-Handed: 1d6 20/x2
Two-Handed: 1d8 20/x2
Size: +1/-1 per creature size category difference

Simple: 1 point
Martial: 2 points
Exotic: 3 points

Values
Reach (R): 1/2 point
Disarming (D): 1/2 point
Tripping (T): 1/2 point
+1 Die size: 1 point
19-20 critical range: 1 point
x3 critical multiplier: 1 point
Throwing Range: 1 point
+2 Die size: 2 points
18-20 critical range: 2 points
x4 critical multiplier: 2 points
Double Headed: 2 points
Adjacent Reach (Ar): 2 points
Cannot be disarmed (Cd): 2 points

Ave Range Gain
1 1 1 -
1d2 1.5 1-2 .5
1d3 2 1-3 .5
1d4 2.5 1-4 .5
1d6 3.5 1-6 1
1d8 4.5 1-8 1
1d10 5.5 1-10 1
2d6 7 2-12 1.5
2d8 9 2-16 2
2d10 11 2-20 2
4d6 14 4-24 3
4d8 18 4-32 4


Simple Dmg Crit Range Type Special Alt
Unarmed Attacks (No Proficiency Required)
Gauntlet 1d3 20x2 - B -
Unarmed Strike 1d3s 20x2 - B SCd
Light Melee
Dagger 1d4 19x2 - P or S -
Light Flail 1d6 20x2 - B D Nunchaku
Light Mace 1d6 20x2 - B -
Light Spear 1d6 20x2 - P - Saingham
Punching Dagger 1d4 20x3 - P - Katar
Parrying Dagger 1d4 20x2 - B DD Sai
Sap 1d6 20x2 - B S Blackjack
Sickle 1d6 20x2 - S T Kama
Spiked Gauntlet 1d4 20x2 - P Cd
One-Handed Melee
Club 1d6 20x2 10 ft. B - Jo
Heavy Mace 1d8 20x2 - B -
Machete 1d6 19x2 - S -
Morningstar 1d8 20x2 - B and P -
Shortspear 1d6 20x2 20 ft. P -
Two-Handed Melee
Greatclub 1d10 20x2 - B -
Longspear 1d8 20x3 - P R
Quarterstaff 1d6/1d6 20x2 - B D Bo
Spear 1d8 20x2 20 ft. P -


Martial Dmg Crit Range Type Special Alt
Light Melee
Axe, throwing 1d6 20x2 10 ft. S -
Dagger 1d4 19x2 20 ft. P or S -
Hammer, light 1d4 20x3 20 ft. B -
Handaxe 1d6 20x3 - S -
Pick, light 1d4 20x4 - P -
Sword, short 1d6 19x2 - P -
Kukri 1d4 18x2 - S - Wakisashi
One-Handed Melee
Battleaxe 1d8 20x3 - S -
Flail 1d8 20x2 - B DT
Longsword 1d8 19x2 - S -
Pick, heavy 1d6 20x4 - P -
Rapier 1d6 18x2 - P -
Scimitar 1d6 18x2 - S -
Trident 1d8 20x2 10 ft. P -
Warhammer 1d8 20x3 - S -
Two-Handed Melee
Falchion 2d4 18x2 - S -
Glaive 1d10 20x3 - S R
Greataxe 1d10 20x3 - S -
Heavy Flail 1d10 20x2 - B DT
Greatsword 1d10 19x2 - S -
Guisarm 2d4 20x3 - S TR
Halberd 1d10 20x3 - S or P C
Lance 1d8 20x3 - P RM
Ranseur 2d4 20x3 - P DR
Scythe 2d4 20x4 - S or P -


Exotic Dmg Crit Range Type Special Alt
One-Handed Melee
Bastard Sword 1d10 19x2 - S -
? 1d8 18x2 - S - Katana
Waraxe 1d10 20x3 - S -
Two-Handed Melee
Double Axe 1d8/1d8 20x3 - S -
Spiked Chain 2d4 20x2 - S ArDT
Dire Flail 1d8/1d8 20x2 - B -
Hooked Hammer 1d8/1d6 20x3/x4 - B/P -
Two-bladed S. 1d8/1d8 19x2 - S -
Urgrosh 1d8/1d8 20x3 - S/P -
Xeviat-DM

05-20-04, 03:33 PM
Nothing? Nobody?
Kalis Atrud

05-21-04, 12:34 AM
I like it. Very well thought out.

Though medium rogues will miss the shortbow, rapier, and short sword proficiencies they could get at level 1. Also, Psychic warriors can't take even martial weapon proficiencies at first level(unless they changed the 3/4 base attack growth in 3.5).

So, uh OA Samurai, fighter variant or knight in your list?
Xeviat-DM

05-21-04, 01:25 AM
The OA samurai was the inspiration for my Knight. But the OA samurai is a little weak when compared to a fighter (when taking into consideration the limitations that the code of bushido puts on a character's actions). My Knight possesses immunity to fear as of 3rd level, and starting at second level they get limited access to the Bard's songs (inspire courage, greatness, and heroism). I've posted it on the classes board before.
Xeviat-DM

05-21-04, 01:29 AM
OH, BTW, because characters get proficiencies every 4 bab, rogues and other characters will be able to pick up new weapons. Psychic Warriors, Templar (non-alignment paladin varient), Rangers, and Bards are 15 level advanced classes in my world, and the Psychic Warrior, Templar, and Ranger all start out as a warrior before picking up spell caster levels to meet the PrC requirements.

The way I've done my system also curbs multiclass abuses, and makes picking your starting class a much more difficult choice. Your first level not only grants you max hp, but x4 skill points, and your first set of proficiency feats. A swashbuckling fighter/rogue will need to decide what is more important to them, starting with rapier proficiency, or having more skill points.

PS: I will add a Basic Weapon Proficiency, which will include the Club, Dagger, and Quarterstaff, because every humanoid should know how to use sticks and knives. Remember, the dagger cannot be thrown with the simple weapon proficiency feat.
Thelon Fairblade

05-21-04, 08:01 AM
(I actually didn't know that about dagger throwing...)

My "concern" is that you effectively allow fighter-types to trade in armor profs they aren't going to use for worthwhile feats. If you have a charatcer with 14 DEX, get rid of Heavy Armor for Weapon Focus in your preferred weapon!

Cleric, 16 DEX (4 profs): Simple Weapons, Weapon Focus Flail, Light Armor, Shields.

Heck, even the Sorc could pick: Simple Weapons, Weapon Focus: Crossbow.

Knight: (Simple for free), Exotic: Bastard Sword, Weapon Focus Bastard Sword, Light Armor, Medium Armor, Heavy Armor, Shield.

What did the Knight lose? Martial Weapons for Bastard Sword (katana) and WF: Bastard Sword (katana)...

But, YMMV...
Kalis Atrud

05-21-04, 02:35 PM
Your cleric and sorceror can't get Weapon Focus, Thelon, Weapon Focus requires +1 bab.
Xeviat-DM

05-21-04, 03:52 PM
Sorry, you've got a few things mistaken. The Cleric, Rogue, Sorcerer, Wizard, and Druid must select each individual simple weapon proficiency, only the warriors get all simple weapons for free.

And yes, I am aware that I'm allowing high dex fighters to spend their proficiencies in focus. High Dex fighters are typically low str fighters, so they need some type of edge. Additionally, I am going to increase the strength of medium and heavy armors.

Lastly, I'm considering making the exotic (single) and exotic (double) proficiencies into feats rather than proficiencies. You didn't seem to have read the UA section on this; if you select exotic weapon (single) you become proficient in all the exotic weapons related to the weapon groups you are proficient in. Because this can give you monumental gain, a bonus to every weapon you'll use, it should probably be a feat.

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Here's a quick guess at how I'll alter armors:


Armor AC Max Dex ACP ASF
Light
Padded +1 +8 -0 5%
Leather +2 +6 -0 10%
Studded Leather +3 +5 -1 15%
Chain shirt +4 +4 -2 20%

Medium
Hide +4 +5 -3 20%
Scale mail +5 +4 -4 25%
Chainmail +6 +3 -5 30%
Breastplate +7 +2 -4 25%

Heavy
Splint mail +8 +2 -7 40%
Banded mail +9 +1 -6 35%
Half-plate +10 +0 -7 40%
Full plate +10 +1 -6 35%


Remember everyone, wearing medium and heavy armor has a cost in skills (semi-important) and speed (very important). This penalty means that the armor needs to give some type of tangable benefit other than the "reward" for getting to possess a lower dexterity score (which comes with its own drawbacks). Armor costs something to wear, albeit not as much because they are proficiency feats, but it's a cost none the less.