Weapon Procifiency: A New Take on the Idea.

Sylrae

First Post
Weapon Proficiencies:

Weapon Proficiencies are worth very little, far less than a feat.
Here is a proposed alternative to weapon proficiencies.

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At level 1, each character gets a number of weapon proficiencies. The number they get will be much less than the standard, but Weapon Proficiencies will be much easier to acquire.

Depending on what proficiencies a class usually gives you get a different number of selectable weapons.

Class Proficiencies:

Simple Weapon Proficiency: 4 Weapons
Martial Weapon Proficiency: 8 Weapons

If a class has a specific list of weapons, you can choose to trade 2 of those for one that is not in the list. Deal with racially given weapons the same way.

If a race or class reduces an exotic weapon to a martial weapon, you can get 2 of those proficiencies for the price of 1 other. Dagger proficiency can always count for half a proficiency in terms of cost.

Improved Unarmed Strike is just a weapon proficiency now, selectable like any other.

Simple Weapon Proficiency and Martial Weapon Proficiency only apply at level 1. If a class lists specific weapons, you don't gain those upon gaining the level in the class, but instead, gain a +5 bonus to learn to use the weapon.

Attacking using a weapon you are not trained in still has a -4 Penalty.

Learning to wield new weapons.

To become proficient in a new weapon, an improvised weapon, or unarmed combat - Including natural weapons, a character must fight with the weapon untrained, or spend time training.

After 3 Fights where a character uses a weapon untrained, they qualify to make weapon training rolls to learn to use the weapon. After the third fight, and every fight thereafter, the character can make a single weapon training roll.

After 3 days of training, a character may make a single weapon training roll. Each day thereafter of training, they may make an additional roll.

A day of training is a day where a character who is well rested spends at least 4 hours practicing with the weapon in a non-combat situation (much like martial artists do).

-To make a weapon training roll, roll a d20, and add your BAB.
To Learn to use a Simple Weapon, the DC is 25.
To Learn to use a Martial or Exotic Weapon, the DC is 35.

Roll Modifiers:
1. Each time a character fails a weapon training roll, they accrue a cumulative +1 Bonus to subsequent weapon rolls for that particular weapon. Eventually they will gain the proficiency by default.

When training to learn to use a weapon in a non-combat scenario:

1. A Teacher (Someone proficient with the weapon who has a BAB > 3) grants a +4 bonus to the roll.
2. A Sparring partner who is proficient in the weapon grants a +2 bonus to the roll.
3. A Sparring partner who is also learning to use the weapon grants a +1 bonus to the roll.
4. Nonlethal copies of the weapon grant a +2 bonus to the roll.

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While you'll have less weapon proficiencies at first level, characters will be more varied, new weapons will be easier to acquire, and the ability to use a weapon will no longer be tied to level progression. Additionally, this allows proficiencies for new things to be added as they come up, such as "Weapon Proficiency: Barstool".

Armor Proficiencies:

If a character has an armor proficiency category (Light, Medium, Heavy, Shields, Tower Shields) from a class, and wishes to use that armor, armor proficiency functions as normal.

However, if a character does not have the appropriate class-based proficiency, they can learn to use a specific set of armor.

To learn to use a set of armor you do not have the proficiency for, the armor needs to be worn for 3 days (8 hours per day, and the days do not need to be consecutive).
After 3 days, the character can make an Armor Training Roll. The roll functions as Weapon Training Rolls. A Passed roll gives proficiency with that particular type of armor. (Chain Shirt, Studded Leather, Buckler, etc). The DCs are as follows.

Light Armor DC: 35
Medium Armor DC: 45
Heavy Armor DC: 55
Shield DC: 40
Tower Shield DC: 60

Modifiers:
1. Full Proficiency of armor of the lighter type: +2
IE: Learning to use a set of heavy armor when you're proficient in medium, or a set of medium when proficient in light.
2. Full Proficiency of armor of 2 steps lighter: +1
IE: Learning to use a set of heavy armor when you're proficient in light.
3. Full Shield Proficiency When learning to use a Tower Shield: +2
 
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While I like the idea and agree that proficiencies aren't worth a feat, I don't think that learning mechanism would work very well. First off, it would force players to either go find low-level critters to bash ("I attack that chicken!") or force them to use weapons untrained against dangerous monsters. Also, it feels odd as there's few ways to learn abilities without spending experience (only exception I could see is wizards learning spells from spellbooks/scrolls).

Couldn't a skill-based approach be used? Something like Weapon Training that lets you add three simple, two martial, or one exotic weapon per rank? Just make it a class skill for combat types and non-class skill for non-combat types.
 

First off, it would force players to either go find low-level critters to bash ("I attack that chicken!") or force them to use weapons untrained against dangerous monsters.
I'd probably say the chicken wouldn't count (though I likely would watch my players attack the chicken first for the wacky in-game consequences) and then say how close the encounter has to be in terms of EL.

Also, I forgot to mention, that I would let players learn to use weapons in downtime.
I revised the rules to learn the things above.

Couldn't a skill-based approach be used? Something like Weapon Training that lets you add three simple, two martial, or one exotic weapon per rank? Just make it a class skill for combat types and non-class skill for non-combat types.
I considered that, but didn't want to thin out people's skill selections for it. However, making it a buyable skill would definitely work better than feats. I'd make exotic and martial weapons the same cost. Exotic weapons aren't more difficult to use in most cases, they're just uncommon. And I'd make it just 2-1. I was going to do something kindof similar for armor but I haven't broken that one down yet (I'm not sure about the particulars, but they should match the weapons somehow.)

1 Rank: 2 Simple Weapons
1 Rank: 1 Martial or Exotic Weapon

Also, it feels odd as there's few ways to learn abilities without spending experience (only exception I could see is wizards learning spells from spellbooks/scrolls).
I thought it would be nice to be able to pick up new weapons between levels. "I want to learn to use a greataxe!". They aren't worth much, and I didn't see any reason why I shouldn't be able to pick up a new weapon and just learn to use it in a couple days (maybe not expertly, but enough). (And wizards learning spells from scrolls is what gave me the idea.)

Maybe I'll see about a skill-based alternative tonight or tomorrow and see if I can come up with a writeup for it.
 
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Syl, your idea seems a bit too complicated--and by that I mean, too much record keeping is involved for each weapon. Weapon proficiency has never been a complicated or drawn out thing and it never should be. You are either proficient or you are not. Simple.

You can make it skill based quite easily. As so:

Characters gain Martial Skills at the following rate:
1/2 BAB = 2 skill points.
3/4 BAB = 4 skill points.
1 BAB = 6 skill points.
Fighter class = 8 skill points.

Martial Skill points can only be used on Martial Skills:
Simple Weapons (includes unarmed attacks), Martial Weapons, Exotic Weapons. Light Armor, Medium Armor, Heavy Armor, Exotic Armor, and Shields.

Every point invested in Simple or Martial Weapons grants proficiency with two weapons of that type. Once you have invested a total of 7 points in either type, you become proficient with all weapons in that group (Simple or Martial). Every point invested in Exotic Weapons grants proficiency with a single Exotic Weapon. Every point spent on Armor or Shields, grants proficiency with a single type of armor or shield.
 

Syl, your idea seems a bit too complicated--and by that I mean, too much record keeping is involved for each weapon. Weapon proficiency has never been a complicated or drawn out thing and it never should be. You are either proficient or you are not. Simple.

You can make it skill based quite easily. As so:

Characters gain Martial Skills at the following rate:
1/2 BAB = 2 skill points.
3/4 BAB = 4 skill points.
1 BAB = 6 skill points.
Fighter class = 8 skill points.

Martial Skill points can only be used on Martial Skills:
Simple Weapons (includes unarmed attacks), Martial Weapons, Exotic Weapons. Light Armor, Medium Armor, Heavy Armor, Exotic Armor, and Shields.

Every point invested in Simple or Martial Weapons grants proficiency with two weapons of that type. Once you have invested a total of 7 points in either type, you become proficient with all weapons in that group (Simple or Martial). Every point invested in Exotic Weapons grants proficiency with a single Exotic Weapon. Every point spent on Armor or Shields, grants proficiency with a single type of armor or shield.


Hawken I Use a similar process in my campaigns. I do it as a currency thing. say a class starts off with Martial weapons only, Say the PC all of the sudden wants to learn to Wield Sai's for SOME CRAZY REASON...well now a side quest is to find a trainer and purchase classes/lessons from him for expert training. Or they can spend 10hrs per point (-4 for untrained) in self training to bring it to a max of -2. I usually bend rules a little depending on the rule brought into question. The weapons one i agree is not worth a "Feat" to learn. Simply you spend down time for x days learning or you take x days worth of lessons from a weapons master. Thus you obtain it as a special ability once you train it and it no longer needs be a feat.
 

Uh, well, I tend to use weapon groups, a bit like the rules in Unearthed Arcana (also found in the free online SRD) but grouped differently. Additionally, all feats, that don't automatically follow on from ones you already have, require training time. And yes, this can be (and often is) done in 'down time'. Works a treat, and just makes more sense, to us, overall.

But, I won't try and dissuade you, in the slightest! Whatever works, of course.
 

Syl, your idea seems a bit too complicated--and by that I mean, too much record keeping is involved for each weapon. Weapon proficiency has never been a complicated or drawn out thing and it never should be. You are either proficient or you are not. Simple.

You can make it skill based quite easily. As so:

Characters gain Martial Skills at the following rate:
1/2 BAB = 2 skill points.
3/4 BAB = 4 skill points.
1 BAB = 6 skill points.
Fighter class = 8 skill points.

Martial Skill points can only be used on Martial Skills:
Simple Weapons (includes unarmed attacks), Martial Weapons, Exotic Weapons. Light Armor, Medium Armor, Heavy Armor, Exotic Armor, and Shields.

Every point invested in Simple or Martial Weapons grants proficiency with two weapons of that type. Once you have invested a total of 7 points in either type, you become proficient with all weapons in that group (Simple or Martial). Every point invested in Exotic Weapons grants proficiency with a single Exotic Weapon. Every point spent on Armor or Shields, grants proficiency with a single type of armor or shield.

Hmm. I see your point, my system is too complex, and requires far too much bookkeeping.

But your system doesn't work so great either.
1. Players will gain new weapon proficiencies and armor proficiencies at every level.
2. Because of your system of acquiring "Whole Groups", (Something I would not have done, and a part of the reason I wanted an alternate system to begin with. Being trained in axes should not make me proficient with spears.)
3. Players will quickly gain all of the proficiencies. (Eugch!)

Uh, well, I tend to use weapon groups, a bit like the rules in Unearthed Arcana (also found in the free online SRD) but grouped differently. Additionally, all feats, that don't automatically follow on from ones you already have, require training time. And yes, this can be (and often is) done in 'down time'. Works a treat, and just makes more sense, to us, overall.

But, I won't try and dissuade you, in the slightest! Whatever works, of course.

Can I get a list of the weapon groups you use? the UA ones are good, but yours may be useful too. maybe something between my idea, Hawken's Idea, and weapon groups. While I can see earning proficiency with an entire group, earning an entire bulk weapon proficiency set is just ridiculous. Weapon proficiencies should be easy to get, but you shouldn't get them without trying (like multiple new weapons every level), and you shouldnt get huge groups of totally unrelated weapons.
 

1. Players will gain new weapon proficiencies and armor proficiencies at every level.
Rather than gaining them every 3rd level AND having to spend a feat in the process? Deal! Look, learning these weapons isn't that difficult. Once you get the fundamentals of using a sword, its only a matter of picking up a few techniques to learn short sword rather than long sword or rapier. Once you learn spear, you've got the foundation for long spear and javelin, doesn't take that much more effort. Once you learn long or short bow, picking up the other won't take much more time either. And really, crossbows! Come on! One is heavier and slightly slower to reload, otherwise, point and shoot. Not difficult at all.

It seems that you're thinking it should take longer to learn how to use a weapon for some reason. It doesn't and shouldn't. Why should it be hard for a wizard to learn to use a battle axe when he can fly or throw lightning bolts? Yes, fighters can learn the same battle axe, but where the wizard spends more time with books and spells (and thus learning fewer weapons or armor), the fighter is devoted to weapons and armor and thus learns more of them in the same time.

2. Because of your system of acquiring "Whole Groups", (Something I would not have done, and a part of the reason I wanted an alternate system to begin with. Being trained in axes should not make me proficient with spears.)
Axes are martial weapons, spears are simple. In my suggested system, you can't learn one and get the other--they are in separate groups.

If you count line-by-line the number of Simple Weapon entries in the PHB, you get 19. But there are only about 11 different weapons with the rest being slightly different techniques because of slightly heavier or lighter weapons.

Learning Unarmed Strike would cover you for Gauntlet and Spiked Gauntlet--the techniques are roughly the same with the Gauntlets allowing for lethal rather than nonlethal damage.
Dagger would also cover Punching Dagger.
Club would cover Light Mace, Heavy Mace, and Morningstar.
You learn Shortspear, and you're pretty much good with Longspear and Javelin.
Quarterstaff.
Crossbow--you learn this, you learn both light and heavy.
Dart.
Sling.

Ok, so only about 9 different weapons. Learn the fundamentals of one and you've got the foundation for others. If you learn Heavy Crossbow, you've just learned Light Crossbow too--exact same fundamentals of use except that one is lighter and quicker to reload. You don't need extra time to learn the other and this applies to the others.

Martial Weapons: There are a total of 35 different entries in the PHB, but when it comes to actual weapons, you've got:
Axes: Throwing, Battle, Great.
Bows: Long, Short, Composites.
Blunt: Light Hammer, Warhammer, Sap, Flail, Heavy Flail, Greatclub.
Kukri.
Picks: Light, Heavy.
Shields: Light, Heavy, Spiked.
Spikes: Armor, Shield.
Sword: Short, Long, Rapier, Falchion, Greatsword, Scimitar.
Polearms: Trident, Glaive, Guisarme, Halberd, Lance, Ranseur, Scythe.

Basically, 8 weapon types, with a few variations on each to allow for size. Once you have the fundamentals of using a short sword, its not going to take much more effort to know how to competently use a Rapier.

3. Players will quickly gain all of the proficiencies. (Eugch!)
Exactly. Don't confuse proficiency with skill--which is what I think you're doing. Knowing how to use a weapon (as in not being penalized for using it) IS different from using it with a greater degree of skill (that comes from a higher BAB or feats that reflect advanced techniques like Weapon Focus).

Everyone learns a weapon the same way. A 3rd level wizard could learn and attack with a Rapier without penalty (+1 BAB), where a rogue who knew how to use the same weapon would be slightly better at it (+2 BAB), and a Ranger would be even better still (+3 BAB), and a Fighter who focuses on that weapon (+4 BAB with Weapon Focus) would be even better still!

They all learn the same weapon (by spending a Martial Skill Point) and can do the same things with it (make attacks without penalties), but it is the different time allowed to train with the weapon (BAB progression and bonus feats) that determines how skilled they are.

While the underlying premise behind D&D is resource management (whether it be treasure, spells, weapons, skills or feats), proficiency with this weapon or that should, for the most part, be a non-issue by 5th level at the latest. Probably by 3rd, most players are already equipped with the weapons and armor they are going to be using for the rest of that character's life--after that its just getting the enchantments they want on those items.
 

Rather than gaining them every 3rd level AND having to spend a feat in the process? Deal!
It's not that they CAN gain new proficiencies at every level that I don't like, it's that they *HAVE TO*.

Look, learning these weapons isn't that difficult. Once you get the fundamentals of using a sword, its only a matter of picking up a few techniques to learn short sword rather than long sword or rapier. Once you learn spear, you've got the foundation for long spear and javelin, doesn't take that much more effort. Once you learn long or short bow, picking up the other won't take much more time either. And really, crossbows! Come on! One is heavier and slightly slower to reload, otherwise, point and shoot. Not difficult at all.
I totally agree. It's just the Idea that learning a couple martial weapons making you proficient in unrelated ones (etc) that annoys me. If one were to drop Simple, Martial, and Exotic, and replace them with logically categorized weapons, then proficiencies by group would be great. If I can fire 1 crossbow, I can figure out another crossbow pretty easily.

It seems that you're thinking it should take longer to learn how to use a weapon for some reason. It doesn't and shouldn't. Why should it be hard for a wizard to learn to use a battle axe when he can fly or throw lightning bolts? Yes, fighters can learn the same battle axe, but where the wizard spends more time with books and spells (and thus learning fewer weapons or armor), the fighter is devoted to weapons and armor and thus learns more of them in the same time.
Nope, just saying that a character who does no weapons training shouldnt get them automatically. To me that's like giving language points at every level. Why would everyone be learning languages continually?

Axes are martial weapons, spears are simple. In my suggested system, you can't learn one and get the other--they are in separate groups.
- Heh, that wasn't the point. Substitute Spear with longsword and my point will be made then.

If you count line-by-line the number of Simple Weapon entries in the PHB, you get 19. But there are only about 11 different weapons with the rest being slightly different techniques because of slightly heavier or lighter weapons.

Learning Unarmed Strike would cover you for Gauntlet and Spiked Gauntlet--the techniques are roughly the same with the Gauntlets allowing for lethal rather than nonlethal damage.
Dagger would also cover Punching Dagger.
Club would cover Light Mace, Heavy Mace, and Morningstar.
You learn Shortspear, and you're pretty much good with Longspear and Javelin.
Quarterstaff.
Crossbow--you learn this, you learn both light and heavy.
Dart.
Sling.

Ok, so only about 9 different weapons. Learn the fundamentals of one and you've got the foundation for others. If you learn Heavy Crossbow, you've just learned Light Crossbow too--exact same fundamentals of use except that one is lighter and quicker to reload. You don't need extra time to learn the other and this applies to the others.

Martial Weapons: There are a total of 35 different entries in the PHB, but when it comes to actual weapons, you've got:
Axes: Throwing, Battle, Great.
Bows: Long, Short, Composites.
Blunt: Light Hammer, Warhammer, Sap, Flail, Heavy Flail, Greatclub.
Kukri.
Picks: Light, Heavy.
Shields: Light, Heavy, Spiked.
Spikes: Armor, Shield.
Sword: Short, Long, Rapier, Falchion, Greatsword, Scimitar.
Polearms: Trident, Glaive, Guisarme, Halberd, Lance, Ranseur, Scythe.

Basically, 8 weapon types, with a few variations on each to allow for size. Once you have the fundamentals of using a short sword, its not going to take much more effort to know how to competently use a Rapier.
I agree with the basic Idea you've shown here, but some of them I would put in other groups. Punching Dagger is closer to a spiked gauntlet than to a regular dagger. Thrown weapons work differently than regular ones. Weapons on chains work differently than Clubs. I think your categories have a few illogical groupings, basically.

Exactly. Don't confuse proficiency with skill--which is what I think you're doing. Knowing how to use a weapon (as in not being penalized for using it) IS different from using it with a greater degree of skill (that comes from a higher BAB or feats that reflect advanced techniques like Weapon Focus).
Agreed, I'm not saying that proficiencies should be hard to get. On the contrary, they should be quite easy to get. but Players should have to TRY to get them, not get them automatically.

While the underlying premise behind D&D is resource management (whether it be treasure, spells, weapons, skills or feats), proficiency with this weapon or that should, for the most part, be a non-issue by 5th level at the latest. Probably by 3rd, most players are already equipped with the weapons and armor they are going to be using for the rest of that character's life--after that its just getting the enchantments they want on those items.
I only have a problem with the fact that it's automatic. Actually, I also don't particularly like that you have to wait until you gain a level to learn them either, I think some system to get them on the fly (such as wizards and spell-scrolls) is in order, but if you have to wait until you gain a level, it should require regular skill points (though possibly with more skill points for each character.)

To Sum Up: What I'm not fond of from your system.

1. Separate Skill Pool for Proficiencies, making everyone take new proficiencies every level (instead of letting them choose something totally unrelated (like languages, other skills, or even in the crappy feat system for proficiencies - you could always take a different feat)).

2. Continuing to use Simple/Martial/Exotic, instead of either independent weapons or logical weapon categories. Particularly after adding the 7-rule; for example If I learn to use: Throwing Axe, Light Hammer, Handaxe, Spiked Light Shield, Spiked Armor, Battleaxe, Warhammer, I somehow just magically learned to use Swords, Saps, Flails, All Manner of Polearms, Scythes, and Bows out of thin air, even if I never use any of them. Plus, this doesn't allow you to learn to use an improvised weapon of any type without penalty. If you get in alot of barbrawls, you'll learn to fight with bar-props.

3. The fact that they have to wait until they gain a level still if they want to learn to use a new weapon. This isn't an issue if you're in a really fast game where you gain a level every other session. But if levels take longer to gain, this really blows. What if gaining a level takes - from pathfinder: 30 Encounters! (I believe it's 20 if you use the fast pathfinder leveling column) If I find a really cool magic Item, I won't want it to take 6 sessions (assuming 5 encounters per session) to learn to use the thing.
 
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It's not that they CAN gain new proficiencies at every level that I don't like, it's that they *HAVE TO*.
Just like characters "have to" gain new skills every level, and "have to" gain a feat every 3 levels?

If you don't like it every level, then tweak the amounts and make them like feats, they gain a number of points maybe every 2 or 3 levels.

I totally agree. It's just the Idea that learning a couple martial weapons making you proficient in unrelated ones (etc) that annoys me. If one were to drop Simple, Martial, and Exotic, and replace them with logically categorized weapons, then proficiencies by group would be great. If I can fire 1 crossbow, I can figure out another crossbow pretty easily.
Then tweak it. The concept is solid even if the numbers aren't to your liking. Plus, if you look at my previous post, I suggested learning two weapons with each martial skill point, so, after 7 skill points, you've technically learned 14 weapons, but are given the entire group.

If you don't like that, then make 8 groups for Simple Weapons, and maybe 10 groups for Martial Weapons. Decide if you want 1 point to cover 1 or 2 weapons. Give proficiency with the entire group for spending 10 points on Simple and 12 points on Martial (1 point for each group in Simple or Martial, plus 2 extra).

Nope, just saying that a character who does no weapons training shouldnt get them automatically. To me that's like giving language points at every level. Why would everyone be learning languages continually?
You're assuming formal weapon training. How about informal training? Maybe the fighter in the group helps teach the cleric how to use a few weapons in the evenings when camping, or between adventures--as an example. There are all kinds of ways characters can pick up learning how to use a weapon without going to Sal's Sword School.

There's no such thing as NO weapons training in D&D. If a character didn't train with weapons, their BAB would never increase. You don't need to micromanage every minute or hour of a character's time. BAB advancement assumes training with weapons and if you're not going to fix weapon proficiency based on class, then its perfectly reasonable to allow/assume that their training that improves their BAB incorporates other weapons. My idea for martial skill points only measures how many other weapons and armor that the character trains with per level. As such, you could simply assign the martial skill points at 1st level and anytime after that when the character's BAB increases.

- Heh, that wasn't the point. Substitute Spear with longsword and my point will be made then.
Then you should have been more specific. Also, I've covered the resolution to this issue at the beginning of this post.

I agree with the basic Idea you've shown here, but some of them I would put in other groups. Punching Dagger is closer to a spiked gauntlet than to a regular dagger. Thrown weapons work differently than regular ones. Weapons on chains work differently than Clubs. I think your categories have a few illogical groupings, basically.
Then make your groups as you see fit. I was just writing that out to give you an idea, not list out hard and fast groups.

Agreed, I'm not saying that proficiencies should be hard to get. On the contrary, they should be quite easy to get. but Players should have to TRY to get them, not get them automatically.
Nah. That's like sex, you either get it or you don't. There is no try. You either learn a weapon or you don't, there is no try, and BAB is a reflection of how well you have learned to use that weapon.

1. Separate Skill Pool for Proficiencies, making everyone take new proficiencies every level (instead of letting them choose something totally unrelated (like languages, other skills, or even in the crappy feat system for proficiencies - you could always take a different feat)).
The do as I suggested above and give out the martial skill points whenever BAB increases. This reflects their training and skill improving. That's why its a separate thing. Skill Skills is for languages and other skills, martial skills just measure what they train in when their BAB improves.

2. Continuing to use Simple/Martial/Exotic, instead of either independent weapons or logical weapon categories. Particularly after adding the 7-rule; for example If I learn to use: Throwing Axe, Light Hammer, Handaxe, Spiked Light Shield, Spiked Armor, Battleaxe, Warhammer, I somehow just magically learned to use Swords, Saps, Flails, All Manner of Polearms, Scythes, and Bows out of thin air, even if I never use any of them. Plus, this doesn't allow you to learn to use an improvised weapon of any type without penalty. If you get in alot of barbrawls, you'll learn to fight with bar-props.
Then tweak the Simple, Martial, etc. to include the weapons you want. Having 3 weapon groups is MUCH simpler than having 8 or 10 groups based on specific weapons. D&D should not bog down based on exactly which weapons a character is proficient with. It still seems like you're wanting to overly complicate the game--and its just that, a game. The more record keeping you demand of yourself and your players makes it less like a game and more like work.

3. The fact that they have to wait until they gain a level still if they want to learn to use a new weapon. This isn't an issue if you're in a really fast game where you gain a level every other session. But if levels take longer to gain, this really blows. What if gaining a level takes - from pathfinder: 30 Encounters! (I believe it's 20 if you use the fast pathfinder leveling column) If I find a really cool magic Item, I won't want it to take 6 sessions (assuming 5 encounters per session) to learn to use the thing.
So, a character should just be able to pick up a weapon without training and instinctively know how to use it? That makes even less sense. Throughout a level, a character is considered to be training with his weapons, exercising his body, mind and reflexes. When a character gains a new level, the increase in hit points, BAB and saves is a reflection of the training they've been doing up to that point. Its not like a video game where someone levels up and they spontaneously get tougher, faster, smarter. The level up is just a culmination of the effects of that ongoing training.

The 3E system of leveling up about every 13 encounters is fine but its still just an average. Some encounters give more or less XP, some XP awards happen outside encounters. So, leveling up is not encounter dependent unless the DM wants it to be. Leveling up should take only as long as what the DM and players agree upon. If Pathfinder works on a 20 encounter/level system, good for them. That doesn't mean you have to stick with it anymore than you do with the 13 encounter average for RAW D&D.

Also, I think you're confusing real time with game time. 6 game sessions (assuming 1/week) is a long time to wait for your character to gain/learn something new. However, the time that passes in those 6 sessions is likely going to be a lot less than 6 weeks. Its perfectly reasonable to learn something new in the downtime between encounters. If you're a fighter and you learn 6 weapons per level, it wouldn't be unreasonable or broken for the DM to let you get 1 of those 6 weapons during downtime between encounters as you are levelling up. In fact that does make sense and you should consider doing that especially if the rate of advancement in your games is particularly slow.
 

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