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Expert Weapon Damage (a simple thing, really)
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<blockquote data-quote="Sacrosanct" data-source="post: 7094081" data-attributes="member: 15700"><p>Way back in Dragon Magazine #2, there was an article about experts with weapons, and how that increases the base damage. For every 3 levels of fighter, and 4 levels of thief, they could choose to master one weapon. When they did, the damage of that weapon was increased.</p><p></p><p>What are people's thoughts on implementing that back again into 5e? Maybe a carrot for all those not happy with the champion fighter?</p><p></p><p>Here is the article, if you're curious:</p><p><em></em></p><p><em>The following rules are designed to replace the damage</em></p><p><em>system introduced in Greyhawk:</em></p><p><em>For every three levels a Fighter advances, or every four levels</em></p><p><em>a Thief advances, he may master one additional weapon and</em></p><p><em>score the increased damage shown on the Expert column. Thieves</em></p><p><em>are limited to expertise in sword, dagger, a combination of these,</em></p><p><em>or the sling.</em></p><p><em>Instead of increasing expertise in one weapon, a Fighter or</em></p><p><em>Thief with a dexterity of 13 or better may take a combination of</em></p><p><em>two one-handed weapons. Each combination is unique and must</em></p><p><em>be clearly recorded. In melee the wielder may strike once with</em></p><p><em>each weapon or once with either weapon and count as shielded.</em></p><p><em>No expertise bonus is given when employing this option, even</em></p><p><em>though the wielder may normally have it for either weapon.</em></p><p><em>Sword and Sword, or Flail & Morning Star combinations</em></p><p><em>require a dexterity of 16, as these are especially difficult to</em></p><p><em>master. Only one Morning Star and/or Flail may be used in a</em></p><p><em>combination.</em></p><p><em></em></p><p><em>Weapon Normal Expert</em></p><p><em>Dagger 1-4 points 2-5 points</em></p><p><em>Hand Axe, Mace 1-4 points 1-6 points</em></p><p><em>Dwarf Hammer, Military Pick* 1-6 points 1-6 points</em></p><p><em>Battle Axe* 1-8 points 1-12 points</em></p><p><em>Sword 1-8 points l-10 points</em></p><p><em>Flail*** 1-8 points l-10 points</em></p><p><em>Morning Star** 1-6 points 1-8 points</em></p><p><em>Spear, Thrown/Thrust 1-6 points 2-8 points</em></p><p><em>Spear, Thrust vs. Charge 1-8 points 2-12 points</em></p><p><em>Spear, Set vs. Charge 1-10 points 2-16 points</em></p><p><em>Pole Arms**** 1-12 points 1-12 points</em></p><p><em>Halberd*** 1-10 points 2-12 points</em></p><p><em>2-Handed Sword*** 2-12 points 3-18 points</em></p><p><em>Mounted Lance 2-12 points 2-24 points</em></p><p><em>Pike**** 1-12 points l-12 points</em></p><p><em>Arrow or Quarrel 1-6 points 1-6 points</em></p><p><em>Sling Stone 1-4 points 1-6 points</em></p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7094081, member: 15700"] Way back in Dragon Magazine #2, there was an article about experts with weapons, and how that increases the base damage. For every 3 levels of fighter, and 4 levels of thief, they could choose to master one weapon. When they did, the damage of that weapon was increased. What are people's thoughts on implementing that back again into 5e? Maybe a carrot for all those not happy with the champion fighter? Here is the article, if you're curious: [i] The following rules are designed to replace the damage system introduced in Greyhawk: For every three levels a Fighter advances, or every four levels a Thief advances, he may master one additional weapon and score the increased damage shown on the Expert column. Thieves are limited to expertise in sword, dagger, a combination of these, or the sling. Instead of increasing expertise in one weapon, a Fighter or Thief with a dexterity of 13 or better may take a combination of two one-handed weapons. Each combination is unique and must be clearly recorded. In melee the wielder may strike once with each weapon or once with either weapon and count as shielded. No expertise bonus is given when employing this option, even though the wielder may normally have it for either weapon. Sword and Sword, or Flail & Morning Star combinations require a dexterity of 16, as these are especially difficult to master. Only one Morning Star and/or Flail may be used in a combination. Weapon Normal Expert Dagger 1-4 points 2-5 points Hand Axe, Mace 1-4 points 1-6 points Dwarf Hammer, Military Pick* 1-6 points 1-6 points Battle Axe* 1-8 points 1-12 points Sword 1-8 points l-10 points Flail*** 1-8 points l-10 points Morning Star** 1-6 points 1-8 points Spear, Thrown/Thrust 1-6 points 2-8 points Spear, Thrust vs. Charge 1-8 points 2-12 points Spear, Set vs. Charge 1-10 points 2-16 points Pole Arms**** 1-12 points 1-12 points Halberd*** 1-10 points 2-12 points 2-Handed Sword*** 2-12 points 3-18 points Mounted Lance 2-12 points 2-24 points Pike**** 1-12 points l-12 points Arrow or Quarrel 1-6 points 1-6 points Sling Stone 1-4 points 1-6 points[/i] [/QUOTE]
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