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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="italianranma" data-source="post: 3767830" data-attributes="member: 15788"><p>Exactly. If I'm a rogue in 3.5, I get the same sneak attack dice no matter what weapon I'm using. So why mechanically would I opt for anything other than the one that deals the most damage? I know a few prestige classes that offer mechanical bonuses for damage, or restrictions etc. but the short end to the story is that I'm going to use whatever is best for me, which is usually a two handed weapon (because the deal the most damage and I don't have a shield to worry about).</p><p></p><p>I'm going off on a tangent, so please follow: In Exalted, there are no weapon proficiencies. There are certain requirements (such as having a good enough Strength or Dexterity score) to wield a weapon. Instead this game treats your skill with weapons as any other kind of skill, like swimming or being stealthy. You can easily differentiate yourself from your fellow PCs by sinking a lot of points into being pretty damn handy with a melee weapon right from character creation.</p><p></p><p>D&D doesn't offer that same choice between a 1st level fighter and rogue. There are differences yes, but not nearly as significant as those offered in other games. Removing weapon proficiencies blurs that line even further. Still, if that boundary can be maintained in some other way, then I agree that weapon proficiencies can be done away with. There are other games that have and don't suffer for it.</p><p></p><p>Finally, <a href="http://www.thearma.org/new.htm" target="_blank">this website</a> offers tons of resources on Western European Medieval martial arts (that's a mouthful). Take from it what you will, and also take a strong dose of salt from anyone trying to tell you they know from combat experience how different D&D weapons are from each other. I'll offer that it's irrelevant for the sake of game balance.</p><p></p><p>edited to remove the double quote</p></blockquote><p></p>
[QUOTE="italianranma, post: 3767830, member: 15788"] Exactly. If I'm a rogue in 3.5, I get the same sneak attack dice no matter what weapon I'm using. So why mechanically would I opt for anything other than the one that deals the most damage? I know a few prestige classes that offer mechanical bonuses for damage, or restrictions etc. but the short end to the story is that I'm going to use whatever is best for me, which is usually a two handed weapon (because the deal the most damage and I don't have a shield to worry about). I'm going off on a tangent, so please follow: In Exalted, there are no weapon proficiencies. There are certain requirements (such as having a good enough Strength or Dexterity score) to wield a weapon. Instead this game treats your skill with weapons as any other kind of skill, like swimming or being stealthy. You can easily differentiate yourself from your fellow PCs by sinking a lot of points into being pretty damn handy with a melee weapon right from character creation. D&D doesn't offer that same choice between a 1st level fighter and rogue. There are differences yes, but not nearly as significant as those offered in other games. Removing weapon proficiencies blurs that line even further. Still, if that boundary can be maintained in some other way, then I agree that weapon proficiencies can be done away with. There are other games that have and don't suffer for it. Finally, [URL=http://www.thearma.org/new.htm]this website[/URL] offers tons of resources on Western European Medieval martial arts (that's a mouthful). Take from it what you will, and also take a strong dose of salt from anyone trying to tell you they know from combat experience how different D&D weapons are from each other. I'll offer that it's irrelevant for the sake of game balance. edited to remove the double quote [/QUOTE]
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Community
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Is weapon and armor "proficiency" system REALLY necessary?
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