Mustrum_Ridcully
Legend
It's the optimzier's mind. If you got +1 to hit and +2 to damage with your specialized weapon, you will always prefer to use that weaon. And +1/+2 is a pretty simple thing. If you add even more, like cool maneuvers, that are only available with the right weapon, you (maybe not you specifically, but many players) will feel like you're playing a gimped character.You have some interesting points.
1: I think there should be a difference between "being able to use" a weapon and "becoming a specialist with" a weapon. Specializing in polearms doesn't prohibit a fighter from using a sword; it just means he has different (and better) abilities when using, say, a halberd. It would be silly to assume a crossbow specialist couldn't be able to defend himself at close range. The fighter must always be versatile with his weapon catalog.
2: I do understand that point. But again, the assumption is that a fighter who specializes in a particular style of weapon would become inept at all others...a "one-trick pony." That is not at all what I would like to see.
The only ways to counter this is if weapons give you access to such interesting and powerful maneuvers even without specialization, that it is situationally benefitial to give up the bonuses you have with your specialized weapon. That could be difficult, since you also want specialization to stand out.
I think specialization should be something for everyone except the Fighter, who fights with every weapon as if he was specialized - because he's the goddamn fighter, and that's what he does.
A comprimse could be that a Fighter learns to specialize into multiple weapons over time, and always has some specialization benefits that other classes must buy.
Say, there is a Lesser and a Greater Weapon Specialization feat(ure).
Lesser Specialization
A Fighter enjoys Lesser Specialization with all weapons he is proficient in.
+1 to attack and +2 to damage with specialized weapon.
- Light Blade: Inflict +Dex damage when you have advantage.
- Heavy Blade: 19-20 Critical Hit Range
- Axes: +1d10 Critical Hit Damage
- Spear: Charging enemy takes weapon base damage, and gain +1 with throwing attacks with a spear.
- Flail: When you have advantage and hit, knock the enemy prone.
+2 to damage with specialized weapon.
- Light Blade: Once per enemy, when you have advantage on attack and hit, deal +d10 damage and the enemy has disadvantage against you until your next acton.
- Heavy Blade: You can make an attack against every enemy in weapon range against that you haven't used this ability before. You have adantage for this attack.
- Axes: If you hit a bloodied opponent when you have advantage, the enemy must make a consitution save or die. You can attempt this only once per opponent.
- Spear: *something cool*
- Flail: *something cool but different*
Spear you say? I want Spear & Shield as options. But I've watched 300 too often.3: Agreed, and this is where I think weapon-specific feats could really shine. A feat that lets a character fight with a spear as a double weapon, for example, would be great for fighters and druids alike. But like the Ranger's favored enemy ability or the Rogue's sneak attack, some things can only be done by certain classes...and I think that a Dagger Specialist would know a thing or two that even a skilled assassin doesn't (and vice-versa).
