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