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General Tabletop Discussion
*Pathfinder & Starfinder
Weapon Procifiency: A New Take on the Idea.
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<blockquote data-quote="Sylrae" data-source="post: 4945883" data-attributes="member: 48520"><p>Weapon Proficiencies:</p><p></p><p>Weapon Proficiencies are worth very little, far less than a feat.</p><p>Here is a proposed alternative to weapon proficiencies.</p><p></p><p>--------------------------</p><p></p><p>At level 1, each character gets a number of weapon proficiencies. The number they get will be much less than the standard, but Weapon Proficiencies will be much easier to acquire.</p><p></p><p>Depending on what proficiencies a class usually gives you get a different number of selectable weapons.</p><p></p><p>Class Proficiencies:</p><p></p><p>Simple Weapon Proficiency: 4 Weapons </p><p>Martial Weapon Proficiency: 8 Weapons</p><p></p><p>If a class has a specific list of weapons, you can choose to trade 2 of those for one that is not in the list. Deal with racially given weapons the same way.</p><p></p><p>If a race or class reduces an exotic weapon to a martial weapon, you can get 2 of those proficiencies for the price of 1 other. Dagger proficiency can always count for half a proficiency in terms of cost.</p><p></p><p>Improved Unarmed Strike is just a weapon proficiency now, selectable like any other.</p><p></p><p>Simple Weapon Proficiency and Martial Weapon Proficiency only apply at level 1. If a class lists specific weapons, you don't gain those upon gaining the level in the class, but instead, gain a +5 bonus to learn to use the weapon.</p><p></p><p>Attacking using a weapon you are not trained in still has a -4 Penalty.</p><p></p><p>Learning to wield new weapons.</p><p></p><p>To become proficient in a new weapon, an improvised weapon, or unarmed combat - Including natural weapons, a character must fight with the weapon untrained, or spend time training. </p><p></p><p>After 3 Fights where a character uses a weapon untrained, they qualify to make weapon training rolls to learn to use the weapon. After the third fight, and every fight thereafter, the character can make a single weapon training roll.</p><p></p><p>After 3 days of training, a character may make a single weapon training roll. Each day thereafter of training, they may make an additional roll. </p><p></p><p>A day of training is a day where a character who is well rested spends at least 4 hours practicing with the weapon in a non-combat situation (much like martial artists do).</p><p></p><p>-To make a weapon training roll, roll a d20, and add your BAB.</p><p>To Learn to use a Simple Weapon, the DC is 25.</p><p>To Learn to use a Martial or Exotic Weapon, the DC is 35.</p><p></p><p>Roll Modifiers:</p><p>1. Each time a character fails a weapon training roll, they accrue a cumulative +1 Bonus to subsequent weapon rolls for that particular weapon. Eventually they will gain the proficiency by default.</p><p></p><p>When training to learn to use a weapon in a non-combat scenario:</p><p></p><p>1. A Teacher (Someone proficient with the weapon who has a BAB > 3) grants a +4 bonus to the roll.</p><p>2. A Sparring partner who is proficient in the weapon grants a +2 bonus to the roll.</p><p>3. A Sparring partner who is also learning to use the weapon grants a +1 bonus to the roll.</p><p>4. Nonlethal copies of the weapon grant a +2 bonus to the roll.</p><p></p><p>--------------------------</p><p></p><p>While you'll have less weapon proficiencies at first level, characters will be more varied, new weapons will be easier to acquire, and the ability to use a weapon will no longer be tied to level progression. Additionally, this allows proficiencies for new things to be added as they come up, such as "Weapon Proficiency: Barstool".</p><p></p><p>Armor Proficiencies:</p><p></p><p>If a character has an armor proficiency category (Light, Medium, Heavy, Shields, Tower Shields) from a class, and wishes to use that armor, armor proficiency functions as normal.</p><p></p><p>However, if a character does not have the appropriate class-based proficiency, they can learn to use a specific set of armor.</p><p></p><p>To learn to use a set of armor you do not have the proficiency for, the armor needs to be worn for 3 days (8 hours per day, and the days do not need to be consecutive).</p><p>After 3 days, the character can make an Armor Training Roll. The roll functions as Weapon Training Rolls. A Passed roll gives proficiency with that particular type of armor. (Chain Shirt, Studded Leather, Buckler, etc). The DCs are as follows.</p><p></p><p>Light Armor DC: 35</p><p>Medium Armor DC: 45</p><p>Heavy Armor DC: 55</p><p>Shield DC: 40</p><p>Tower Shield DC: 60</p><p></p><p>Modifiers:</p><p>1. Full Proficiency of armor of the lighter type: +2</p><p> IE: Learning to use a set of heavy armor when you're proficient in medium, or a set of medium when proficient in light.</p><p>2. Full Proficiency of armor of 2 steps lighter: +1</p><p> IE: Learning to use a set of heavy armor when you're proficient in light.</p><p>3. Full Shield Proficiency When learning to use a Tower Shield: +2</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4945883, member: 48520"] Weapon Proficiencies: Weapon Proficiencies are worth very little, far less than a feat. Here is a proposed alternative to weapon proficiencies. -------------------------- At level 1, each character gets a number of weapon proficiencies. The number they get will be much less than the standard, but Weapon Proficiencies will be much easier to acquire. Depending on what proficiencies a class usually gives you get a different number of selectable weapons. Class Proficiencies: Simple Weapon Proficiency: 4 Weapons Martial Weapon Proficiency: 8 Weapons If a class has a specific list of weapons, you can choose to trade 2 of those for one that is not in the list. Deal with racially given weapons the same way. If a race or class reduces an exotic weapon to a martial weapon, you can get 2 of those proficiencies for the price of 1 other. Dagger proficiency can always count for half a proficiency in terms of cost. Improved Unarmed Strike is just a weapon proficiency now, selectable like any other. Simple Weapon Proficiency and Martial Weapon Proficiency only apply at level 1. If a class lists specific weapons, you don't gain those upon gaining the level in the class, but instead, gain a +5 bonus to learn to use the weapon. Attacking using a weapon you are not trained in still has a -4 Penalty. Learning to wield new weapons. To become proficient in a new weapon, an improvised weapon, or unarmed combat - Including natural weapons, a character must fight with the weapon untrained, or spend time training. After 3 Fights where a character uses a weapon untrained, they qualify to make weapon training rolls to learn to use the weapon. After the third fight, and every fight thereafter, the character can make a single weapon training roll. After 3 days of training, a character may make a single weapon training roll. Each day thereafter of training, they may make an additional roll. A day of training is a day where a character who is well rested spends at least 4 hours practicing with the weapon in a non-combat situation (much like martial artists do). -To make a weapon training roll, roll a d20, and add your BAB. To Learn to use a Simple Weapon, the DC is 25. To Learn to use a Martial or Exotic Weapon, the DC is 35. Roll Modifiers: 1. Each time a character fails a weapon training roll, they accrue a cumulative +1 Bonus to subsequent weapon rolls for that particular weapon. Eventually they will gain the proficiency by default. When training to learn to use a weapon in a non-combat scenario: 1. A Teacher (Someone proficient with the weapon who has a BAB > 3) grants a +4 bonus to the roll. 2. A Sparring partner who is proficient in the weapon grants a +2 bonus to the roll. 3. A Sparring partner who is also learning to use the weapon grants a +1 bonus to the roll. 4. Nonlethal copies of the weapon grant a +2 bonus to the roll. -------------------------- While you'll have less weapon proficiencies at first level, characters will be more varied, new weapons will be easier to acquire, and the ability to use a weapon will no longer be tied to level progression. Additionally, this allows proficiencies for new things to be added as they come up, such as "Weapon Proficiency: Barstool". Armor Proficiencies: If a character has an armor proficiency category (Light, Medium, Heavy, Shields, Tower Shields) from a class, and wishes to use that armor, armor proficiency functions as normal. However, if a character does not have the appropriate class-based proficiency, they can learn to use a specific set of armor. To learn to use a set of armor you do not have the proficiency for, the armor needs to be worn for 3 days (8 hours per day, and the days do not need to be consecutive). After 3 days, the character can make an Armor Training Roll. The roll functions as Weapon Training Rolls. A Passed roll gives proficiency with that particular type of armor. (Chain Shirt, Studded Leather, Buckler, etc). The DCs are as follows. Light Armor DC: 35 Medium Armor DC: 45 Heavy Armor DC: 55 Shield DC: 40 Tower Shield DC: 60 Modifiers: 1. Full Proficiency of armor of the lighter type: +2 IE: Learning to use a set of heavy armor when you're proficient in medium, or a set of medium when proficient in light. 2. Full Proficiency of armor of 2 steps lighter: +1 IE: Learning to use a set of heavy armor when you're proficient in light. 3. Full Shield Proficiency When learning to use a Tower Shield: +2 [/QUOTE]
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