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D&D 5E Weapon Specialization?

GameDoc

Explorer
I can't believe this just now struck me, but where is fighter weapon specialization? That uses to be the fighter's "thing" beyond just using weapons. I like combat superiority and how it stays around, but now that I've noticed the absence of weapon specialization I kind of miss it.
 

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slobo777

First Post
I can't believe this just now struck me, but where is fighter weapon specialization? That uses to be the fighter's "thing" beyond just using weapons. I like combat superiority and how it stays around, but now that I've noticed the absence of weapon specialization I kind of miss it.

The old bonuses from specialisation are now more than covered by fighter's better attack bonus and allowing Combat Superiority to add to damage (amongst other things). The latter is also quite complex. I don't think there is space for favoured weapons any more, unless some feats or fighting styles get invented which only work with certain weapon types. The Dual Wielder is close to this in the playtest packet. It isn't specialisation per se, but ultimately leads to a weapon preference due to the character build.
 

RedShirtNo5.1

Explorer
I like the idea of specialization opening up special maneuvers rather than damage or attack bonuses.
The general problem I see with weapon specialization is that I would like fighters to be able to pick up whatever cool random magical weapon they find without the player feeling that they wasted character resources.
 

Gorgoroth

Banned
Banned
yep

at most, they should specialize in weapon properties or categories, and get either bonuses or fancy manoeuvres (pref) while wielding those.
 

GX.Sigma

Adventurer
I like the idea of specialization opening up special maneuvers rather than damage or attack bonuses.
The general problem I see with weapon specialization is that I would like fighters to be able to pick up whatever cool random magical weapon they find without the player feeling that they wasted character resources.

Exactly. If you specialize in axes, all that means is that you suck with all other weapons.

Good riddance to weapon specialization.
 

BobTheNob

First Post
Wow, this thread again.

I am entirely thrilled at the absence of weapon specialization. More than thrilled, ecstatic. Just hated that fighters were given the broadest selection of weapons, then told "but to be feasible, you must only be good in one!". Then there was the whole "Its a vorpal sword!!! What was that, your specialized in Axes? Ah well, bad luck"

All it ever achieved in previous editions was to rail-road fighter weapon options, and I am over-joyed that they have found a way of representing the fighters schtick without that design dinosaur.
 



Magil

First Post
I believe there is certainly design space, and play should support, a player who wishes to specialize in a particular kind of weapon. The fighter seems like the correct class for the job, but I agree that it should not be necessarily mandatory.
 

Ridley's Cohort

First Post
I believe there is certainly design space, and play should support, a player who wishes to specialize in a particular kind of weapon. The fighter seems like the correct class for the job, but I agree that it should not be necessarily mandatory.

In a nutshell: It seems logical, but it turns out to not be more fun for anyone.

On one hand, yes, it seems to make sense that my young would-be-Robin-Hood PC might practice much more with longbows (or perhaps just plain bows) more than swords. On the other hand, it tended to remove more fun to the game than it added, and it opened up class balance questions without an easy answer.

Specifically, the option to specialize must be balanced between Fighters who go that path and Fighters who do not, or Specialized Fighters becomes synonymous with Fighters Who Do Not Suck. Not only is this a hard design problem simply within the Fighter class, it becomes even harder once we consider other classes.
 

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