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<blockquote data-quote="Spatzimaus" data-source="post: 3595548" data-attributes="member: 3051"><p>Done it.</p><p></p><p>In our campaign, it works a bit differently than the UA system. As Griffith noted, it should break down more by how the weapon is used. Basically, our system goes like this:</p><p></p><p>There are 8 Martial Weapon Categories:</p><p>Bladed (slashing swords)</p><p>Hafted (axes, polearms)</p><p>Piercing (daggers, spears, rapiers, shortsword)</p><p>Blunt (maces and hammers)</p><p>Projectile (bows, crossbows)</p><p>Thrown (including thrown daggers and spears)</p><p>Natural (unarmed attacks, claws, gauntlet attacks, shield bashes, etc.)</p><p>Ray (ranged touch spells and firearms)</p><p></p><p>Every weapon has one Martial Category, with two exceptions: double weapons can have one for each end, and weapons that can be thrown (daggers, spears, throwing axes) use the Thrown group when thrown and a different category when used in melee.</p><p></p><p>The Martial Weapon Proficiency feat gives you one category.</p><p>Some Martial weapons are also tagged as "Simple" and can be used without the proficiency.</p><p>Exotic weapons are Martial weapons (sometimes Simple as well) that also have an additional Exotic category. You can still use them without the Exotic proficiency, but there's some specified penalty. For example, you can use a Quarterstaff without the double weapon EWP, but you can only use one end of it. A few exotic weapons have multiple Exotic groups; generally speaking these weapons are weak without the EWPs, but really strong with them.</p><p></p><p>Classes give MWPs at various levels (Fighters start with any two and add one per 3 levels, most other weapon-using classes start with one (which is set by the class; Rangers get projectile, Rogues get piercing, etc.) and add one per 4-5 levels). However, the MWPs given at class level 1 are a "Novice Weapon Proficiency" and can only be claimed once; that is, a Ranger 1/Paladin 1/Bard 1/Rogue 1 would only get the one proficiency for the first class taken, not four.</p><p></p><p>Within each Category, weapons get Grouped by size. So, Medium Bladed is a different group than Small Bladed. In most cases, the group corresponds to the weapon's size, but in the case of double weapons, it's the effective size of each half. That is, a double-bladed sword is two longswords, so it's treated as Medium Bladed (the longsword's group) instead of Large Bladed.</p><p></p><p>Weapon Focus, Weapon Specialization, Improved Critical, etc. apply to all weapons within a Group. (So, if you've taken all these feats to use for a longsword, you can also apply the bonuses to a Scimitar, but not to a Greatsword.)</p><p></p><p>Anyway, it's worked really well in practice. The DM can feel free to give the players some exotic weapons as a reward without the Fighters complaining about how all of their Feats were for a different weapon. And you no longer have every melee class proficient with every weapon.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3595548, member: 3051"] Done it. In our campaign, it works a bit differently than the UA system. As Griffith noted, it should break down more by how the weapon is used. Basically, our system goes like this: There are 8 Martial Weapon Categories: Bladed (slashing swords) Hafted (axes, polearms) Piercing (daggers, spears, rapiers, shortsword) Blunt (maces and hammers) Projectile (bows, crossbows) Thrown (including thrown daggers and spears) Natural (unarmed attacks, claws, gauntlet attacks, shield bashes, etc.) Ray (ranged touch spells and firearms) Every weapon has one Martial Category, with two exceptions: double weapons can have one for each end, and weapons that can be thrown (daggers, spears, throwing axes) use the Thrown group when thrown and a different category when used in melee. The Martial Weapon Proficiency feat gives you one category. Some Martial weapons are also tagged as "Simple" and can be used without the proficiency. Exotic weapons are Martial weapons (sometimes Simple as well) that also have an additional Exotic category. You can still use them without the Exotic proficiency, but there's some specified penalty. For example, you can use a Quarterstaff without the double weapon EWP, but you can only use one end of it. A few exotic weapons have multiple Exotic groups; generally speaking these weapons are weak without the EWPs, but really strong with them. Classes give MWPs at various levels (Fighters start with any two and add one per 3 levels, most other weapon-using classes start with one (which is set by the class; Rangers get projectile, Rogues get piercing, etc.) and add one per 4-5 levels). However, the MWPs given at class level 1 are a "Novice Weapon Proficiency" and can only be claimed once; that is, a Ranger 1/Paladin 1/Bard 1/Rogue 1 would only get the one proficiency for the first class taken, not four. Within each Category, weapons get Grouped by size. So, Medium Bladed is a different group than Small Bladed. In most cases, the group corresponds to the weapon's size, but in the case of double weapons, it's the effective size of each half. That is, a double-bladed sword is two longswords, so it's treated as Medium Bladed (the longsword's group) instead of Large Bladed. Weapon Focus, Weapon Specialization, Improved Critical, etc. apply to all weapons within a Group. (So, if you've taken all these feats to use for a longsword, you can also apply the bonuses to a Scimitar, but not to a Greatsword.) Anyway, it's worked really well in practice. The DM can feel free to give the players some exotic weapons as a reward without the Fighters complaining about how all of their Feats were for a different weapon. And you no longer have every melee class proficient with every weapon. [/QUOTE]
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