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Improving the armor proficiency feats
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<blockquote data-quote="Li Shenron" data-source="post: 7447208" data-attributes="member: 1465"><p>Those feats are rarely taken IMHO. They are there mostly just so that the option of adding proficiencies <em>exists</em> at all in the game, even if multiclassing is not allowed. In that case, they are weak (or rather they are "expensive") partly because of a sort of niche protection: having the best (martial) weapons is a feature of Fighter/Barbarian/Paladin/Ranger, having heavy armor is only for Fighter/Paladin and half of the Clerics. And partly because of the traditional idea that arcane casters should not cast spells in armor. Of course as soon as you allow multiclassing, niche protection is out of the window...</p><p></p><p>If you allow multiclassing, I think it's ok to merge these feats so that some PCs will get more for their bucks without having to take a level in another class.</p><p></p><p>Just keep in mind <em>who</em> would ever want to actually gain these proficiencies in the first place:</p><p></p><p>- an occasional Ranger or Cleric is the only character that may want to gain the missing heavy armor prof</p><p>- Rogues and Bards may want to gain medium armor and shield, but at least many typical Rogues won't probably upgrade to heavy armor even if it's free (because of Stealth disadvantage)</p><p>- Druids, Barbarians and Monks already have all the armor proficiency they ever need (everything more messes up with their other features)</p><p>- Fighters and Paladins are set since the start with full proficiencies</p><p></p><p>So actually the main beneficiaries of armor profs are Wizards, Sorcerers and Warlocks, because they are missing all the armor profs (except Light Armor for Warlocks) and they have only to gain from additional proficiencies. This means that your house rules will largely benefit the arcane casters, is this what you want? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As for weapon proficiencies... I don't think they are actually as important as the armor ones. It's a damage bump, but I think that everyone who doesn't have martial weapon prof, already has bonus damage from somewhere else (e.g. sneak attack, martial arts) or is supposed to do something else entirely than swinging or shooting arrows (spellcasters).</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7447208, member: 1465"] Those feats are rarely taken IMHO. They are there mostly just so that the option of adding proficiencies [I]exists[/I] at all in the game, even if multiclassing is not allowed. In that case, they are weak (or rather they are "expensive") partly because of a sort of niche protection: having the best (martial) weapons is a feature of Fighter/Barbarian/Paladin/Ranger, having heavy armor is only for Fighter/Paladin and half of the Clerics. And partly because of the traditional idea that arcane casters should not cast spells in armor. Of course as soon as you allow multiclassing, niche protection is out of the window... If you allow multiclassing, I think it's ok to merge these feats so that some PCs will get more for their bucks without having to take a level in another class. Just keep in mind [I]who[/I] would ever want to actually gain these proficiencies in the first place: - an occasional Ranger or Cleric is the only character that may want to gain the missing heavy armor prof - Rogues and Bards may want to gain medium armor and shield, but at least many typical Rogues won't probably upgrade to heavy armor even if it's free (because of Stealth disadvantage) - Druids, Barbarians and Monks already have all the armor proficiency they ever need (everything more messes up with their other features) - Fighters and Paladins are set since the start with full proficiencies So actually the main beneficiaries of armor profs are Wizards, Sorcerers and Warlocks, because they are missing all the armor profs (except Light Armor for Warlocks) and they have only to gain from additional proficiencies. This means that your house rules will largely benefit the arcane casters, is this what you want? :) As for weapon proficiencies... I don't think they are actually as important as the armor ones. It's a damage bump, but I think that everyone who doesn't have martial weapon prof, already has bonus damage from somewhere else (e.g. sneak attack, martial arts) or is supposed to do something else entirely than swinging or shooting arrows (spellcasters). [/QUOTE]
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