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[Grim Tales] Weapon Proficiencies
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2193180" data-attributes="member: 12332"><p>Nope. And it is a little harsh. Doing it the other way (where they get all of those feats for free) would be a little too good. Then you'd never see a game set in a melee culture without every single character having at least one level of strong with Melee Smash, regardless of what their concept was going to be.</p><p></p><p>Here's a few solutions I've thought of.</p><p></p><p>1) Give everyone a free martial weapon prof upon entering Strong, but not the whole package. I've offered this to one of my players but his PC is still running around with a rather nice sword taking the -4 penalties.</p><p></p><p>2) Turn "Martial Weapon Proficiency" into "Martial Group Proficiency". This is my favorite. All of the classes that get a melee prof get, instead, a group. You can group them by "Swords, Axes, Bows" or, my favorite, group them by region. Pick out 1-2 melee weapons, a ranged weapon or two, and a light weapon or two that really express the flavor of a local culture and give them that. Strong is then much less powerful in that department. They can pick up any common weapon regardless of where they are and swing it with proficiency, but in their home region the Tough hero has almost the same ability with weaponry. Just not with armor. I'd still say give those without any martial weapon profs only a single martial weapon going into Strong, though.</p><p></p><p>3) Include a single "martial" weapon in all of the Simple Weapon Prof groups when they're taken. This is okay for fantasy type games, and will keep people from running to Strong hoping for a decent weapon. </p><p></p><p>(I do 1 and 2 in my game currently. We also have flintlock firearms and I allowed people to trade Martial Weapons Prof in for Firearms or an Armor Prof in for Firearms.)</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2193180, member: 12332"] Nope. And it is a little harsh. Doing it the other way (where they get all of those feats for free) would be a little too good. Then you'd never see a game set in a melee culture without every single character having at least one level of strong with Melee Smash, regardless of what their concept was going to be. Here's a few solutions I've thought of. 1) Give everyone a free martial weapon prof upon entering Strong, but not the whole package. I've offered this to one of my players but his PC is still running around with a rather nice sword taking the -4 penalties. 2) Turn "Martial Weapon Proficiency" into "Martial Group Proficiency". This is my favorite. All of the classes that get a melee prof get, instead, a group. You can group them by "Swords, Axes, Bows" or, my favorite, group them by region. Pick out 1-2 melee weapons, a ranged weapon or two, and a light weapon or two that really express the flavor of a local culture and give them that. Strong is then much less powerful in that department. They can pick up any common weapon regardless of where they are and swing it with proficiency, but in their home region the Tough hero has almost the same ability with weaponry. Just not with armor. I'd still say give those without any martial weapon profs only a single martial weapon going into Strong, though. 3) Include a single "martial" weapon in all of the Simple Weapon Prof groups when they're taken. This is okay for fantasy type games, and will keep people from running to Strong hoping for a decent weapon. (I do 1 and 2 in my game currently. We also have flintlock firearms and I allowed people to trade Martial Weapons Prof in for Firearms or an Armor Prof in for Firearms.) --fje [/QUOTE]
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