Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Limiting the Number of Weapon Proficiencies by Class
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Hriston" data-source="post: 6603195" data-attributes="member: 6787503"><p>Thanks for all of your thoughtful responses. There are just a few comments I'd like to address in the order they came in. </p><p></p><p></p><p></p><p>I wasn't talking about adventurers when I said, "most people." I was referring to the "most people" in this quote from the Basic Rules: </p><p></p><p>I was interpreting this to mean that the usual commoner is expected to be proficient with <em>all</em> simple weapons, but I now realize that this could just mean that the individual weapons commoners are proficient with typically fall into the simple weapons category, which I'm fine with.</p><p></p><p></p><p></p><p>Personally, I think it enhances the mystique of a magic weapon if it isn't of immediate use to every fighter-class character that finds it. Finding such a weapon could direct choices about which proficiencies to pick up in the future. Also, having the fighter-classes not be automatically proficient in every weapon opens up the possibility that the magic weapon may be more suitable to a character of another class. Why should the fighters get to have all the fun? Other have addressed the fact that the DM decides which magic weapons to give out anyway, so I don't see this as a huge problem.</p><p></p><p></p><p></p><p>No, I would keep weapon proficiency tied to specific classes. You can only choose those proficiencies which are available to your class, or that you get from racial weapon training. I would do it like in 1E, where a fighter, for example, had four weapons at first level, and could add another proficiency every three levels. Acquisition of the new proficiency would be considered part of the training to level up.</p><p></p><p>The only exception to all of this would be when a character is 0 level and hasn't chosen a class yet. I would let them spend some kind of aptitude points picking up proficiencies in whatever weapons or skills that instruction is available to them in. To qualify for a class, they would have to meet the basic requirements for that class, including all of that class's weapon proficiencies. This is why I began to question the large number of proficiencies which some classes have. Like why would a Wizard need to be proficient in five separate weapons? It seems like it sets a high entry fee for some classes when approached from the perspective of training from 0.</p><p></p><p></p><p></p><p>Uh-oh, I said "realistic," didn't I?<img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /> Now, in the world I live in, there isn't a lot of magic being used out in the open, so when I'm playing a game that involves magic I can accept that there are special rules for how it operates that may not be entirely intuitive. That's kind of the whole idea of magic, right? On the other hand, weapons and armor aren't presented as being materially different in the game from their real-world counterparts, at least not the non-magical kind. So I'd expect that the amount of training and familiarity it would take to be "proficient" with such items would generally mirror the possibilities that are to be found in the realm of reality. I'm not saying that the game-as-written doesn't already do this well enough. I'm not a medieval weapons expert after all. I'm just questioning some of the assumptions.</p></blockquote><p></p>
[QUOTE="Hriston, post: 6603195, member: 6787503"] Thanks for all of your thoughtful responses. There are just a few comments I'd like to address in the order they came in. I wasn't talking about adventurers when I said, "most people." I was referring to the "most people" in this quote from the Basic Rules: I was interpreting this to mean that the usual commoner is expected to be proficient with [I]all[/I] simple weapons, but I now realize that this could just mean that the individual weapons commoners are proficient with typically fall into the simple weapons category, which I'm fine with. Personally, I think it enhances the mystique of a magic weapon if it isn't of immediate use to every fighter-class character that finds it. Finding such a weapon could direct choices about which proficiencies to pick up in the future. Also, having the fighter-classes not be automatically proficient in every weapon opens up the possibility that the magic weapon may be more suitable to a character of another class. Why should the fighters get to have all the fun? Other have addressed the fact that the DM decides which magic weapons to give out anyway, so I don't see this as a huge problem. No, I would keep weapon proficiency tied to specific classes. You can only choose those proficiencies which are available to your class, or that you get from racial weapon training. I would do it like in 1E, where a fighter, for example, had four weapons at first level, and could add another proficiency every three levels. Acquisition of the new proficiency would be considered part of the training to level up. The only exception to all of this would be when a character is 0 level and hasn't chosen a class yet. I would let them spend some kind of aptitude points picking up proficiencies in whatever weapons or skills that instruction is available to them in. To qualify for a class, they would have to meet the basic requirements for that class, including all of that class's weapon proficiencies. This is why I began to question the large number of proficiencies which some classes have. Like why would a Wizard need to be proficient in five separate weapons? It seems like it sets a high entry fee for some classes when approached from the perspective of training from 0. Uh-oh, I said "realistic," didn't I?:blush: Now, in the world I live in, there isn't a lot of magic being used out in the open, so when I'm playing a game that involves magic I can accept that there are special rules for how it operates that may not be entirely intuitive. That's kind of the whole idea of magic, right? On the other hand, weapons and armor aren't presented as being materially different in the game from their real-world counterparts, at least not the non-magical kind. So I'd expect that the amount of training and familiarity it would take to be "proficient" with such items would generally mirror the possibilities that are to be found in the realm of reality. I'm not saying that the game-as-written doesn't already do this well enough. I'm not a medieval weapons expert after all. I'm just questioning some of the assumptions. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Limiting the Number of Weapon Proficiencies by Class
Top