Because that's not how I conceptualize weapon training. I imagine the Fighter or whoever spent some extra time to get BETTER with a weapon, they didn't just spend extra time to not be bad.
It's a way of framing proficiency that I feel gives value to proficiency, without knocking down a player for wanting to play with the weapon of their choice.
And who cares if the wizard runs around with a greataxe or a longsword, their BAB is what, 2, 3? HALF that of the Fighter? Who if we give a bonus for proficiency is now probably sitting at triple?
Compared to those who are good at it, they already are, and always will be.Let characters who are bad at something be bad at that thing.
Now, all that said, there is an alternative I could happily accept: if the bonus for proficiency replaces the bonus that the character gets for his ability score.
IIRC, the bit about "improvised attack" in the packet talks about this: No attack bonus. Basically I think they treat non-proficiency as an improvised attack.
Don't have the packet here at work. Can someone check it?
Using a weapon without proficiency should impose disadvantage. That way you can do it if you really want to, but it's obviously not a good idea.
Or a rogue can use a bastard sword while wearing plate...That means you can freely use weapons you arent proficient with, as long as you are fighting in a disadventaged position. For example, a wizard might use a martial weapon in darkness, with no penalty.
Compared to those who are good at it, they already are, and always will be.
Which accomplishes absolutely nothing.
That means you can freely use weapons you arent proficient with, as long as you are fighting in a disadventaged position. For example, a wizard might use a martial weapon in darkness, with no penalty.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.