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General Tabletop Discussion
*Dungeons & Dragons
The Door, Player Expectations, and why 5e can't unify the fanbase.
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<blockquote data-quote="Crazy Jerome" data-source="post: 5966987" data-attributes="member: 54877"><p>As another relevant aside, I've thought that the BECMI/RC optional weapon mastery rules have a lot to contribute to this discussion--especially the way that higher mastery does not merely add plusses, but unlocks special abilities. It's possible that an extension of the weapon proficiency idea in 4E could be blended with that to produce something interesting. That is, make weapon proficiency tiered, but have the higher proficiencies be mostly about unlocking options rather than adding numbers. (You'd have some mild straight number bonuses through the first 1-3 proficiency levels, mainly for simulation purposes.)</p><p> </p><p>Then steal an idea from Draqon Quest, and make "simple" weapons cap out on proficiency sooner. That is, a club might have proficiency score of 6, meaning you can put up to 6 levels of mastery into it. Meanwhile, a rapier or longsword is more like 10-12, because there is more to unlock. Magic weapons extend these limits, so that excess proficiency is hard to waste. </p><p> </p><p>A mid-level wizard that has gone out of his way to get proficiency 3 in longswords would be happy to get a mid-level magic sword. It's better than having a mundane one. But he can't unlock as much of the potential of either the mundane or magical one, as a fighter with his proficiency 6 to 8 range at the same level.</p><p> </p><p>That also moves all kinds of problematic simple/martial/exotic weapon classification issues into the proficiency system instead, where I think they are easier to handle. At proficiency 1, most weapons are roughly the same. They diverge as the character becomes more proficient.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5966987, member: 54877"] As another relevant aside, I've thought that the BECMI/RC optional weapon mastery rules have a lot to contribute to this discussion--especially the way that higher mastery does not merely add plusses, but unlocks special abilities. It's possible that an extension of the weapon proficiency idea in 4E could be blended with that to produce something interesting. That is, make weapon proficiency tiered, but have the higher proficiencies be mostly about unlocking options rather than adding numbers. (You'd have some mild straight number bonuses through the first 1-3 proficiency levels, mainly for simulation purposes.) Then steal an idea from Draqon Quest, and make "simple" weapons cap out on proficiency sooner. That is, a club might have proficiency score of 6, meaning you can put up to 6 levels of mastery into it. Meanwhile, a rapier or longsword is more like 10-12, because there is more to unlock. Magic weapons extend these limits, so that excess proficiency is hard to waste. A mid-level wizard that has gone out of his way to get proficiency 3 in longswords would be happy to get a mid-level magic sword. It's better than having a mundane one. But he can't unlock as much of the potential of either the mundane or magical one, as a fighter with his proficiency 6 to 8 range at the same level. That also moves all kinds of problematic simple/martial/exotic weapon classification issues into the proficiency system instead, where I think they are easier to handle. At proficiency 1, most weapons are roughly the same. They diverge as the character becomes more proficient. [/QUOTE]
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