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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Any thoughts on ditching weapon proficiencies?
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<blockquote data-quote="FoxWander" data-source="post: 1088418" data-attributes="member: 1356"><p>I've been increasingly frustrated of late by being forced to take a feat in order to use a weapon that really fits a character concept. I recently wanted to build a swashbuckling mage, but a rapier is a "martial weapon" and thus unavailable without a feat. Even the classic idea of a Gandalf-like mage with a longsword runs into the same problem. So I've been thinking about ditching profs altogether except for some exotic weapon profs (double weapons, spiked chains and stuff still require special training). The basics of most weapons just aren't that difficult to learn. It's <em>getting</em> good with them that makes the difference, and in that the fighters are still gonna shine because of their higher BAB. </p><p></p><p>I think it'll help in two ways- first it puts all beginning characters on the same ground (fighters will still be better because of that BAB) which seems more how it should be, and second it will open the door to some more exotic character concepts (like one of those cool "mage with halberd" minis from Reaper <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> ). What are your thoughts on this idea? Has anyone else tried it in their campaign? If so, what impact did it have?</p></blockquote><p></p>
[QUOTE="FoxWander, post: 1088418, member: 1356"] I've been increasingly frustrated of late by being forced to take a feat in order to use a weapon that really fits a character concept. I recently wanted to build a swashbuckling mage, but a rapier is a "martial weapon" and thus unavailable without a feat. Even the classic idea of a Gandalf-like mage with a longsword runs into the same problem. So I've been thinking about ditching profs altogether except for some exotic weapon profs (double weapons, spiked chains and stuff still require special training). The basics of most weapons just aren't that difficult to learn. It's [i]getting[/i] good with them that makes the difference, and in that the fighters are still gonna shine because of their higher BAB. I think it'll help in two ways- first it puts all beginning characters on the same ground (fighters will still be better because of that BAB) which seems more how it should be, and second it will open the door to some more exotic character concepts (like one of those cool "mage with halberd" minis from Reaper :cool: ). What are your thoughts on this idea? Has anyone else tried it in their campaign? If so, what impact did it have? [/QUOTE]
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Community
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Any thoughts on ditching weapon proficiencies?
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