Custom Weapon Proficiencies Rule

Custom Weapon Proficiencies Rule
Updated 2/2/99

Similar to the non-weapon proficiency rule we use, this point-based weapon proficiency rule allows for gradual improvement in weapons skills, varied by class.

To start with, the player gets 10 weapon proficiency points for each weapon proficiency slot given to that character under the normal AD&D rules. The player may allocate these points to whatever weapons his or her character is able to use, to a maximum of 10 points to a single weapon.

At each new level the player attains, his or her character gains a number of weapon proficiency points equal to half of that character's hit die. For example, a fighter gains 5 weapon proficiency points, a cleric gains 4, a thief 3, and a mage gains 2.

The number of points you allocate to a given weapon tell you what modifiers you get to your attack roll:

Points Weapon skill Attack modifier
0-3Unskilled-4 (warrior -2)
4-5novice-3 (warrior -2)
6-7intermediate-2 (warrior -1)
8-9semi-proficient-1 (warrior -1)
10-11proficientno adjustment
12-13+0 to attack, +1 to damage
14-15+1/+1
16-17+1/+2
18-22Specialized+1/+2, bonus attacks*
23-29Expert+1/+2, bonus attacks*
30Master+2/+3, bonus attacks*

* Bonus attacks: For melee weapons, the attack progression is as follows:

Specialized: 3/2 attacks
Expert: 2/1 attacks
Master: 5/2 attacks.

Note that in order to raise a weapon proficiency above 11 (proficient), you must have no other weapon proficiencies rated between 12 and 29. In other words, before you begin specialization in a second weapon, you must first master your first specialization (and so on).

Yes, this does allow a character to specialize in more than one weapon, and it also allows non-fighter characters to gain specialization. Under this system, an 11th level fighter can become a master of two weapons while being proficient with two other weapons. A mage could become specialized (per the normal AD&D rules) at 5th level, and attain mastery of that weapon at 11th level. This mage would be proficient with no other weapons. Priests become specialized at 3rd level and reach mastery at 6th level. Rogues become specialized at 4th level and reach mastery at 8th level. Given the benefits of mastery and the rate at which it is attained, I do not feel that this system is unbalanced.

Missile weapons are handled somewhat differently. Consult the following chart to determine the advantages of specialization and mastery of a non-mechanical missile weapon:

Points Weapon skill Attack modifier
0-3Unskilled-4 (warrior -2)
4-5novice-3 (warrior -2)
6-7intermediate-2 (warrior -1)
8-9semi-proficient-1 (warrior -1)
10-11proficientno adjustment
12-14+1 to attack, +0 to damage
15-17+1/+1
18-22Specialized+2/+1
23-29Expert+2/+1, bonus attacks**
30Master+3/+1, bonus attacks**

**The bonus attacks would be as follows:

Expert: Gains the ability to nock and shoot accurately more than one arrow. Can shoot two arrows at one target. Roll separate attacks for each arrow.

Master: As Expert, but can shoot 3 arrows at one target, or can shoot an arrow at each of two targets as long as those targets are within 45 degrees of each other.

As usual, questions and comments on the system are welcome. Send them to Brett Paul.


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