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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="2WS-Steve" data-source="post: 3767751" data-attributes="member: 3289"><p>I think it's worthwhile and flavorful to have some kind of distinction between trained combatant types and support folks. And I like unusual weapons being something that require special training, so that the spiked chain user or bastard sword can use that as one additional way to set them apart.</p><p></p><p>I think simplifying would be worthwhile: there is no simple weapons prof -- instead everyone can use simple weapons (that's why they're simple). Martial weapons prof gives access to all martial weapons for anyone who takes it. Keep exotic weapons prof the same.</p><p></p><p>Definitely eliminate the enumerated lists of weapons proficiencies. That's clumsy and a pain to keep track of. </p><p></p><p>Perhaps re-categorize some of the weapons to reflect this. Perhaps short sword goes simple for the rogues, or just give rogues martial prof. Admittedly, seeing rogues use greatswords is a little strange, but it's not like rogues don't easily pop in a level or two of barbarian or fighter and have that option now anyway.</p><p></p><p></p><p>Armor proficiencies could use the most reworking. I don't know about the rest of you, but in my games (and when I play computer versions of D&D) armor use is either none, chain shirt, or full plate. Should just get rid of the medium armor category altogether. </p><p></p><p>Also, the non-prof penalty for light armor only really a factor for arcane casters, who are more concerned about spell-failure. Could just go ahead and make light armor not require any profs.</p><p></p><p>The armor itself could use a revamp too. Chain shirt and full plate really seem the way to go with the others balanced by minor cost differences, meaning there's not much interesting decision-making there. Compare this to weapons where there are lots of viable different ways to go.</p></blockquote><p></p>
[QUOTE="2WS-Steve, post: 3767751, member: 3289"] I think it's worthwhile and flavorful to have some kind of distinction between trained combatant types and support folks. And I like unusual weapons being something that require special training, so that the spiked chain user or bastard sword can use that as one additional way to set them apart. I think simplifying would be worthwhile: there is no simple weapons prof -- instead everyone can use simple weapons (that's why they're simple). Martial weapons prof gives access to all martial weapons for anyone who takes it. Keep exotic weapons prof the same. Definitely eliminate the enumerated lists of weapons proficiencies. That's clumsy and a pain to keep track of. Perhaps re-categorize some of the weapons to reflect this. Perhaps short sword goes simple for the rogues, or just give rogues martial prof. Admittedly, seeing rogues use greatswords is a little strange, but it's not like rogues don't easily pop in a level or two of barbarian or fighter and have that option now anyway. Armor proficiencies could use the most reworking. I don't know about the rest of you, but in my games (and when I play computer versions of D&D) armor use is either none, chain shirt, or full plate. Should just get rid of the medium armor category altogether. Also, the non-prof penalty for light armor only really a factor for arcane casters, who are more concerned about spell-failure. Could just go ahead and make light armor not require any profs. The armor itself could use a revamp too. Chain shirt and full plate really seem the way to go with the others balanced by minor cost differences, meaning there's not much interesting decision-making there. Compare this to weapons where there are lots of viable different ways to go. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Is weapon and armor "proficiency" system REALLY necessary?
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