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General Tabletop Discussion
*Dungeons & Dragons
Weapon Specialization?
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<blockquote data-quote="Obryn" data-source="post: 6033958" data-attributes="member: 11821"><p>Honestly, even though focusing on specific weapons has been the fighter's gig from Unearthed Arcana 1e through 4e, I'd like to see it put to bed now.</p><p></p><p>I'd like a Fighter to be pretty much equally awesome with whatever he happens to find - swords, axes, bows, maces. And heck - still scary with beer steins, ladders, bricks, and coffin lids.</p><p></p><p>In most D&Ds these days, the rewards of specialization are so great that it's crazy to have a weapon-using character without it. And then, it becomes dumb to use anything other than their single best weapon.</p><p></p><p>I'd like Next to finally butcher this sacred cow. I don't think it makes the game more fun; I think it rather straight-jackets weapon-using characters. It's a boring way to spend a feat.</p><p></p><p>EDIT:</p><p></p><p>...sorta. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> In AD&D, you had to become Proficient in a limited number of weapons and you were varying degrees of bad with everything else, depending on your class. Options to Specialize didn't come around until Unearthed Arcana, but it was a welcome addition. Specialization in 1e is pretty beefy - it gives you more attacks, sorely-needed bonuses to hit, and extra damage. You could also double-specialize, which was pretty insane. I forget the rules on multiple specializations - I want to say it was restricted, but can't remember atm because it was frequently houseruled one way or the other. Even so, you'd still be hauling around another weapon for a few levels.</p><p></p><p>In 2e, the idea of "group" proficiencies came about, and it was an improvement over the system. But I really think the whole Weapon Proficiency system was a weak point of the two editions.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 6033958, member: 11821"] Honestly, even though focusing on specific weapons has been the fighter's gig from Unearthed Arcana 1e through 4e, I'd like to see it put to bed now. I'd like a Fighter to be pretty much equally awesome with whatever he happens to find - swords, axes, bows, maces. And heck - still scary with beer steins, ladders, bricks, and coffin lids. In most D&Ds these days, the rewards of specialization are so great that it's crazy to have a weapon-using character without it. And then, it becomes dumb to use anything other than their single best weapon. I'd like Next to finally butcher this sacred cow. I don't think it makes the game more fun; I think it rather straight-jackets weapon-using characters. It's a boring way to spend a feat. EDIT: ...sorta. :) In AD&D, you had to become Proficient in a limited number of weapons and you were varying degrees of bad with everything else, depending on your class. Options to Specialize didn't come around until Unearthed Arcana, but it was a welcome addition. Specialization in 1e is pretty beefy - it gives you more attacks, sorely-needed bonuses to hit, and extra damage. You could also double-specialize, which was pretty insane. I forget the rules on multiple specializations - I want to say it was restricted, but can't remember atm because it was frequently houseruled one way or the other. Even so, you'd still be hauling around another weapon for a few levels. In 2e, the idea of "group" proficiencies came about, and it was an improvement over the system. But I really think the whole Weapon Proficiency system was a weak point of the two editions. -O [/QUOTE]
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