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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Is weapon and armor "proficiency" system REALLY necessary?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3767701" data-attributes="member: 20805"><p>I agree that the current system is both weird and forces a penalty.. something that if oft labeled as 'un-fun'.. but how to fix?</p><p></p><p>Well, perhaps take pieces of UA's weapon groups and layer on a segment from the 'weapons as special effects' HR thread from a while back.</p><p></p><p>In this system weapons would have a base damage figured by thier relative size to the weilder.. a 1 handed light {Dagger} deals 1D3, 1 handed {LSword} deals 1D6, 2 handed {Greatsword} deals 1D8, etc..</p><p></p><p>The character then spends its group proficieny to gain 'skilled' in a group, and scales the damage up one step. Further proficiency to gain 'expert' scales up one step again. The last proficiency to gain 'mastery' increases the crit mulitplier.</p><p> {A fighter with Mastery in Short Blades would end up with a 1D6/x3 Dagger, if he dropped it and the Mage picked it up, the Dagger would be dealing 1D3/x2}</p><p></p><p>In this manner any character can weild any weapon.. just a fighter would be better at it.</p><p></p><p>Then, final layer, each class gains special abilities with archtypical weapons. Perhaps Rogues get free weapon finesse, mages get a virtual TWF that applies only to the staff, Barbarians are the only ones that deal 1.5 Str with 2-handed weapons ... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> Anyway, something special that motivates the character to use the weapon normally associated with that class.</p><p></p><p>Or maybe not...</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3767701, member: 20805"] I agree that the current system is both weird and forces a penalty.. something that if oft labeled as 'un-fun'.. but how to fix? Well, perhaps take pieces of UA's weapon groups and layer on a segment from the 'weapons as special effects' HR thread from a while back. In this system weapons would have a base damage figured by thier relative size to the weilder.. a 1 handed light {Dagger} deals 1D3, 1 handed {LSword} deals 1D6, 2 handed {Greatsword} deals 1D8, etc.. The character then spends its group proficieny to gain 'skilled' in a group, and scales the damage up one step. Further proficiency to gain 'expert' scales up one step again. The last proficiency to gain 'mastery' increases the crit mulitplier. {A fighter with Mastery in Short Blades would end up with a 1D6/x3 Dagger, if he dropped it and the Mage picked it up, the Dagger would be dealing 1D3/x2} In this manner any character can weild any weapon.. just a fighter would be better at it. Then, final layer, each class gains special abilities with archtypical weapons. Perhaps Rogues get free weapon finesse, mages get a virtual TWF that applies only to the staff, Barbarians are the only ones that deal 1.5 Str with 2-handed weapons ... :D Anyway, something special that motivates the character to use the weapon normally associated with that class. Or maybe not... [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Is weapon and armor "proficiency" system REALLY necessary?
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