Weapon group multiclassing [Archive] - Wizards Community

Post/Author/DateTimePost
Zepherin

09-27-05, 11:21 AM
When you use the weapon group variant from Unearthed Arcana, what do you do if you multiclass? Is the weapon just a one time bonus or how does it work? I would also like to know if what people who have played with this variant think about it.
adimeadozen

09-27-05, 01:05 PM
Usually what I'd say is this; take the number of extra weapon groups you got from your first class and subtract that from the number you would get from your second class, you gain that many additional (or specific) weapon group feats. This way, a sorcerer multiclassing into Fighter gains three extra weapon groups, but a Fighter multiclassing into sorcerer gains either none, spears, or crossbows, depending on what groups he already had available.
Alternatively I suppose you could say that with certain groups (like the one above) you only know the tiny amount of weapon groups that you do out of necessity, if you'd rather not have players gaining more proficiencies by taking something like Sorcerer.

As for how it works, I think it's a great little bit of flavor, they make sense to me. It takes a little bit to get used to, just like any variant, but a lot of people who play Arcane casters complain that they get pitiful weapon choices, even for thier class.
Jerks

09-30-05, 08:07 AM
This is how we handle it as well. Although I will point out that I don't figure the Monk Weapons group in this calculation, as I think any monk should be able to pick up the flurryable weapons. I was thinking about doing this with druid weapons as well, but I'm still on the fence about it.

While we are on this subject I made some modifications to the system for my game.

Weapon Group (Axes)
Prerequisite: Base attack bonus +1

Weapon Group (Druid Weapons)
Benefit: Replace the list of weapons with the following: dart, scimitar, sickle and sling.

Weapon Group (Exotic Double Weapons)
This weapon group is not used for this campaign.

Weapon Group (Exotic Weapons)
Benefit: Replace the last sentence in the first paragraph with the following text: When you take this feat, you gain proficiency in one group of exotic and exotic double weapons associated with a weapon group that you already know how to use.
Special: You may gain this feat multiple times, each time is grants you a new exotic weapon group.

Weapon Group (Flails and Chains)
Prerequisite: Base attack bonus +1

Weapon Group (Heavy Blades)
Prerequisite: Base attack bonus +1

Weapon Group (Picks and Hammers)
Prerequisite: Base attack bonus +1

Weapon Group (Polearms)
Prerequisite: Base attack bonus +1

Weapon Group (Scout Weapons)
You understand how to use light weapons favored by skirmishers.
Benefit: You make attack rolls with the following weapons normally: handaxe, throwing axe, short sword and shortbow.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.