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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="fuindordm" data-source="post: 3768827" data-attributes="member: 5435"><p>Actually, I think the AD&D method worked pretty well. It was maybe a shade too restrictive, but giving each class its own non-proficiency penalty makes sense. It could easily be adapated as follows:</p><p></p><p>The standard classes have a non-proficiency penalty as follows:</p><p></p><p>Wizard (as commoner): -4 to hit, start with 2 simple weapons</p><p>Thief (as expert): -3 to hit, start with 3 simple and 1 martial</p><p>Cleric (as warrior): -2 to hit, start with 3 simple, 1 (blunt) martial, and deity's weapon</p><p>Fighter: -1 to hit, start with all simple and 3 martial</p><p></p><p>The penalty represents a class' level of general training. A fighter can adjust the lessons learned for one weapon to other, similar weapons on the fly. A wizard or commoner does not have enough experience or training to do so--the best they can do is learn the moves associated with a given weapon by rote, and they are relatively helpless with another.</p><p></p><p>For an extra layer of complexity, impose an additional -2 penaty if there is no similarity between the weapon used and any of the character's proficiencies.</p><p></p><p>I don't advocate granting new proficiencies AD&D style, though. Buying more with skill points would make sense in 3e, but skill points might not exist in 4th ed. Since additional weapon proficiencies don't significantly increase a character's power, however, perhaps it could be handled in-game through finding a trainer or simply practicing with a weapon for X combats.</p><p></p><p>I do like the idea of spreading the acquisition of proficiencies out so that dipping into a martial class doesn't grant a slew of new weapons all at once.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 3768827, member: 5435"] Actually, I think the AD&D method worked pretty well. It was maybe a shade too restrictive, but giving each class its own non-proficiency penalty makes sense. It could easily be adapated as follows: The standard classes have a non-proficiency penalty as follows: Wizard (as commoner): -4 to hit, start with 2 simple weapons Thief (as expert): -3 to hit, start with 3 simple and 1 martial Cleric (as warrior): -2 to hit, start with 3 simple, 1 (blunt) martial, and deity's weapon Fighter: -1 to hit, start with all simple and 3 martial The penalty represents a class' level of general training. A fighter can adjust the lessons learned for one weapon to other, similar weapons on the fly. A wizard or commoner does not have enough experience or training to do so--the best they can do is learn the moves associated with a given weapon by rote, and they are relatively helpless with another. For an extra layer of complexity, impose an additional -2 penaty if there is no similarity between the weapon used and any of the character's proficiencies. I don't advocate granting new proficiencies AD&D style, though. Buying more with skill points would make sense in 3e, but skill points might not exist in 4th ed. Since additional weapon proficiencies don't significantly increase a character's power, however, perhaps it could be handled in-game through finding a trainer or simply practicing with a weapon for X combats. I do like the idea of spreading the acquisition of proficiencies out so that dipping into a martial class doesn't grant a slew of new weapons all at once. [/QUOTE]
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Community
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Is weapon and armor "proficiency" system REALLY necessary?
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