Siege Weapons proficiency in 5e? Where?

Post/Author/DateTimePost
#1

moonbeast

Mar 07, 2015 17:29:01

Well, I looked and looked in 5e PHB and DMG.  The DMG covers the use of siege weapons (trebuchet, ballista), like how many rounds it takes to load/fire it.  And how much damage they do. 

 

But I don't see rules where Characters can acquire/gain/train to become proficient with the use of Siege Weapons.  So if a character with a warrior/soldier background wanted to have some kind of proficiency with a trebuchet.... how would you guys handle it?  Make it a new Feat?  

 

How did 4th Edition handle it?  (sorry, I never played 4th or 3.5th, my last version of D&D was when TSR still existed haha) 

#2

rmn498

Mar 07, 2015 19:12:11

Based on the Siege Weapons section of the DMG, it looks like siege weapons have a flat bonus to hit based on the type of weapon regardless of the proficieny and/or attribute mods of the firer. That is, +6 for Ballista and Cannon, +5 for Mangonel, and +8 for Ram. 

 

If I were to change the way this worked for my game, I would probably subtract 2 from the flat bonuses given for the weapons and then allow any character with proficiency Vehicles (Land) to add their proficiency bonus when using a relevant siege weapon. For example, a character that had proficiency with Vehicles (Land) from the solider background could fire a ballista with a bonus of 3 + proficiency bonus instead of the flat +5. I would also use the Sailor's proficiency Vehicles (Water) when firing waterborne weapons (ie ship-mounted cannons).

 

Of course it's simpler to use the flat bonuses, but this is an interesting option for giving Vehicle proficiency some extra oomph in the right campaigns.

(Reply to #2)

moonbeast

rmn498 wrote:
#4

Greenstone.Walker

Mar 08, 2015 18:58:44

I saw a post somewhere (can't find it right now) that suggested that siege weapon use the INT modifier. The reasoning is that aiminbg one is a matter of angles and wind and trajectory, not of reflexes or strength.

 

Personally, I'd make "Siege Engine" a tool proficiency. No characters pick it up at creation (except as an option for soldier background) but they can learn it using downtime.

#5

moonbeast

Mar 08, 2015 19:54:37

Greenstone.Walker wrote:
#6

lawrencehoy

Mar 09, 2015 1:29:17

I like the idea of a Tool Proficiency; although, I would not lump them all together.

 

Ballistae and Cannons are similar enough to be one Proficiency, as well as Catapults/Mangonels/Trebuchets. The Ram would seem to be a siege weapon that might not require a specific Proficiency to use, its a pretty simple application; although, you could explain a Proficiency Bonus as knowing where to apply the Ram to the structure's weakest points.

 

I suppose it would depend on whether a Tool Proficiency is required to use the Tools covered by that Proficiency. I forget where the official ruling on that topic landed; if it was a requirement, then I would rather see siege weapons as Skills: such as Vehicle (Ballista/Cannon), Vehicle (Catapult/Mangonel/Trebuchet), & Vehicle (Ram). The Vehicle type could be replaced with Siege Weapon, to further distinguish them.

 

EDIT: I was also disappointed in the lack of pricing for siege weapons.

#7

Greenstone.Walker

Mar 09, 2015 15:46:42

lawrencehoy wrote:
#8

lawrencehoy

Mar 09, 2015 21:48:18

Greenstone.Walker wrote:
#9

Greenstone.Walker

Mar 10, 2015 14:11:48

lawrencehoy wrote:
#10

Byakugan01

Mar 12, 2015 0:48:12

Downtime doesn't grant Skill proficiencies.  

 

Only Languages and Tools. 

#11

Jamwes

Mar 12, 2015 9:56:27

Greenstone.Walker wrote:
#12

Kalani

Mar 12, 2015 10:07:34

The fabricate spell also requires tool proficiency. I am sure there are other corner cases, but thieve's tools is the main one. Then again, I allow tool proficiencies to matter in those rare situations when it is applicable.

 

  • Gambling: Make an opposed Intelligence (Cards) check. You may substitute Sleight of Hand (Perception) or Deception (Insight) at various points, such as if you wished to cheat (sleight of hand) or bluff (deception).
  • Controlling a runaway carriage: Make a Strength (Land Viechles) check.
  • Impressing a Dragonchess fan: Make an opposed Intelligence (dragonchess) check. If you win, you impress the NPC and their attitude shifts one step toward friendly and/or the action substitutes for a successful persuasion check.

And other corner cases.

#13

lawrencehoy

Mar 13, 2015 4:14:49

Jamwes wrote:
#14

lawrencehoy

Mar 13, 2015 4:16:37

Greenstone.Walker wrote: