| Post/Author/DateTime | Post |
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| Urban Hunter01-29-05, 12:01 PM | I wanted to run this by the boards to get your input; Every character is proficient in a certain number of weapons depending on class. Wizards, Sorcerers and Monks: 5 weapons Rouges, Bards and Druids: 15 (or 20, haven't decided yet) Rangers and Barbarians: 25 Clerics and Paladins: 35 Fighters: 50 Also each race will get one weapon it is proficient in, except for elves. Halflings get sling, Half-orcs get great club, gnomes get light crossbow, Dwarves get warhammer, elves get the same as in the PBH and half-elves and humans get one weapon of their choice. This system should allow for better customization. Lets say someone picks Wizard as their class and they want it to be a character that grew up in the jungle. They could chose the following weapons, Quarterstaff, Blowgun, Net, short bow and Short or half spear. I have also created two new feats for this rule set. WEAPONS TRAINING [General] You can fight with a new set of weapons. Benefit: You are proficient in 5 more weapons Special: This feat requires 5 weeks of in-game time to take. During this time the character cannot spend time doing anything that takes a large amount of time out of the day such as copying spells into a spell book or using item creation feats, etc. Each time you take this feat it applies to 5 weapons that are not on your proficiency list. ADVANCED WEAPONS TRAINING [Special] You can fight with a larger amount of weapons. Benefit: You are proficient in 10 more weapons Special: Only Fighters of 4th or higher level may take this feat. This feat requires 5 weeks of in-game time to take. During this time the character cannot spend time doing anything that takes a large amount of time out of the day such as copying spells into a spell book or using item creation feats, etc. Each time you take this feat it applies to 10 weapons that are not on your proficiency list. |
| murte01-29-05, 04:29 PM | Your world, do as you wish. I don't see any purpose for what you are proposing though. UA has the idea of Weapon Group Proficiencies, that might get you where you are trying to go. The biggest "flaw" in your system is the Wizard who has 5 exotic weapons. If you want to allow folks some unusual weapon choices, do it on a cse by case basis, there were plenty of 2e books that had similiar flavour text that you could use as guides. |