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Thread: Weapon Proficiencies
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02-27-2002, 04:21 AM #11
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I haven't posted my system, its not finished, but its also not at this point much more difficult. It works (so far) similar to a combination between Shadowrun (without all the dice) and d20. Its based on d20, and the only things changed (besides the elimination of proficiency feats) are amount of skill points acquired per level (to account for weapon skills) and the way certain combat maneuvers are performed (any that require an opposed rolls, in particular, disarms). I wouldn't present an incomplete system as finished. I apologize if I've confused anyone with this thread (or post). My intentions are purely for good.
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03-07-2002, 11:47 PM #12
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Obviously you should use whatever kind of system you and your players want to use, but I have to agree with Lord Eldrad on this one. I was overjoyed when they got rid of weapon proficiencies in fact I'd get rid of skills all together (if it wasn't for thieves and Rogues) and just let PCs role everything using their abilitiy scores.
In the case of weapons in 3d edition I think that feats seperate styles of combat very well. You can focus with weapons you want to be better with (significant at low levels) you can specialize (great at all levels) and there are numerous feats to do many other things. If you want to be a bounty hunter learn all the weapon breaking and disarm feats, etc.
Perhaps you system will be different but in the earlier versions of D&D after a number of levels a fighter was proficient with all of the good weapons.
RegardsRegards,
Randy
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08-23-2002, 12:42 AM #13
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Even if it's not quite ready, I'd be fairly interested to hear how you handle the effect on skill point distribution, especially because fighters and the like would need quite a lot of them... or wouldn't they?
Otherwise I'd agree with you. Since fighters still have their owerwhelming attack bonus, they'd still trash most people in combat even with weapons they're not skilled with...
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08-23-2002, 07:20 AM #14
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I agree in some points with Gargamel and Dosiere, in that I don't like how fighters (and others) can use EVERY weapon they find, and I don't think exotic weapons are a good way out of this. I was planing something like Dosiere: create weapon groups, like in 2º edition, that you could buy spending a feat. Not much different from what is now (you can spend a feat to learn a martial weapon, if you don't know already), but instead of saying that fighters know all weapons, they would receive, let's say, four "weapon proficiencies" feats in character generation. Other classes, would receive less, based on what they can use in 3º edition.
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08-23-2002, 08:41 AM #15
I greatly expanded the exotic weapons list, based on table 7 on p. 17 of the
BR rulebook. So, for example, the rapier is an exotic weapon, except in
Anuire and Brectuer. This significantly reduces the ease with which people
go around picking up strange weapons.
Also consider that with a few feats that are based on a single weapon,
Improved Critical, Weapon Finesse, Weapon Focus, Weapon Specialization, &c,
the difference between the weapon I have selected and a found martial weapon
might be pretty significant. Not to mention the fact that I may have feats
that don`t work well with certain weapons. I may power attack from time to
time with my greatsword. I`m not likely to do that with that light mace I
picked up, or a halfspear. With a dagger, I might actually wish I had
expertise instead.
Kenneth Gauck
kgauck@mchsi.com
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08-27-2002, 09:12 PM #16
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I agree that it seems odd that every fighter can use any simple or martial weapon. They, however, cannot use exotic weapons without taking the feat for every such weapon.
It seems strange that a Scottish Highlander would be as proficient with a Turkish scimitar, and a Spanish rapier as with his trusty claymore.
(It seems equally odd to say that a Mamaluke would be as proficient at wearing full plate as would a Templar.)
However, the 3e rules were not written to restrict choice but to enhance it.
Instead of a point system for proficiencies, I would change the exotic weapons group (and armour and shields) for each culture.
Turks don't use claymores and Highlanders don't use rapiers.
But the rules should be flexible. After all, the PCs are special and they may be the only Turks wielding claymores.
So a Turkish PC would have to spend a feat to be proficient with the claymore.
This expense represents the costs involved in going so far from his or her cultural norm.
Usermaatre "The Power of the Truth of Ra"
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09-04-2002, 08:27 PM #17
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Something I`ve been wanting to try is to make "weapon proficiencies" act
like skills in 3e, and do away with the BAB. This is something I`d
wanted to do in 2e, but 3e makes it easier. Instead of BAB, each class
would get a certain number of skill points to be spent on weapon skills.
These characters could also use normal skill points on these, too.
usermaatre wrote:
> This post was generated by the Birthright.net message forum.
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> usermaatre wrote:
>
> I agree that it seems odd that every fighter can use any simple or martial weapon. They, however, cannot use exotic weapons without taking the feat for every such weapon.
>
> It seems strange that a Scottish Highlander would be as proficient with a Turkish scimitar, and a Spanish rapier as with his trusty claymore.
>
> (It seems equally odd to say that a Mamaluke would be as proficient at wearing full plate as would a Templar.)
>
> However, the 3e rules were not written to restrict choice but to enhance it.
>
> Instead of a point system for proficiencies, I would change the exotic weapons group (and armour and shields) for each culture.
>
> Turks don`t use claymores and Highlanders don`t use rapiers.
>
> But the rules should be flexible. After all, the PCs are special and they may be the only Turks wielding claymores.
>
> So a Turkish PC would have to spend a feat to be proficient with the claymore.
>
> This expense represents the costs involved in going so far from his or her cultural norm.
>
>
> Usermaatre "The Power of the Truth of Ra"
>
>
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09-05-2002, 02:24 AM #18
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Have any of you seen the Lord of the Rings RPG by Decipher? The character sheet is VERY like D20 system, except it has a different hp system and doesn't has BAB, instead there are three skills: armed combat, unarmed combat and ranged combat. Check out at www.decipher.com
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09-05-2002, 05:17 PM #19
Adam Theo:
> Something I`ve been wanting to try is to make "weapon
> proficiencies" act like skills in 3e, and do away with the
> BAB. This is something I`d wanted to do in 2e, but 3e makes
> it easier. Instead of BAB, each class would get a certain
> number of skill points to be spent on weapon skills. These
> characters could also use normal skill points on these, too.
Ha! Just play Ars Magica instead! ;)
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