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<blockquote data-quote="jeffh" data-source="post: 3501838" data-attributes="member: 2642"><p>I've always been big on using something resembling 2E-style weapon proficiencies (e.g. the Weapon Group feats from UA). That's not the problem as the <em>idea </em>has always gone over well with most of my players. The problem has been some of the ways I've tried to implement it.</p><p></p><p>In one system, the penalties for using particular weapons you weren't proficient with could be "bought off" with skill points. This favoured the wrong classes and too often turned out to be better than anything else some builds could do with those skill points ("Six skill points for an exotic weapon proficiency feat? Sure, I'll take that"). But mostly it just isn't the sort of thing skill points are supposed to be for.</p><p></p><p>Later I found what I think is the perfect system for this, at least for me, which I'll likely post here or elsewhere at some point (but it would take some work to rewrite it for standard D&D since it's up to its neck in my other house rules). One feature of this system is that you can take other things besides Weapon and Armour proficiencies through it, including the Open Minded and Toughness feats. So having put this system into place, what do I do the next time I start a game? Try to simplify it.</p><p></p><p>DOH! One of these days I'll learn, <em>if it works, don't fix it</em>. Someone managed to combine the simplified system with a rewrite of Toughness I decided to try out at the same time to make a first-level character with 24 hit points, by taking my new improved version of Toughness multiple times. This would not have been possible, or at least would have been much costlier for that build, had I stuck closer to the version of this system I'd used previously.</p></blockquote><p></p>
[QUOTE="jeffh, post: 3501838, member: 2642"] I've always been big on using something resembling 2E-style weapon proficiencies (e.g. the Weapon Group feats from UA). That's not the problem as the [I]idea [/I]has always gone over well with most of my players. The problem has been some of the ways I've tried to implement it. In one system, the penalties for using particular weapons you weren't proficient with could be "bought off" with skill points. This favoured the wrong classes and too often turned out to be better than anything else some builds could do with those skill points ("Six skill points for an exotic weapon proficiency feat? Sure, I'll take that"). But mostly it just isn't the sort of thing skill points are supposed to be for. Later I found what I think is the perfect system for this, at least for me, which I'll likely post here or elsewhere at some point (but it would take some work to rewrite it for standard D&D since it's up to its neck in my other house rules). One feature of this system is that you can take other things besides Weapon and Armour proficiencies through it, including the Open Minded and Toughness feats. So having put this system into place, what do I do the next time I start a game? Try to simplify it. DOH! One of these days I'll learn, [I]if it works, don't fix it[/I]. Someone managed to combine the simplified system with a rewrite of Toughness I decided to try out at the same time to make a first-level character with 24 hit points, by taking my new improved version of Toughness multiple times. This would not have been possible, or at least would have been much costlier for that build, had I stuck closer to the version of this system I'd used previously. [/QUOTE]
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