WEAPON SPECIALIZATION

 

Weapon specilization is frankly, a pain in the butt to use! "3/2 attacks and +1 hit/+2 damage", that is awkward!! And there is ltitle in the way of customizing characters' weapon abilities, where as a priest and spellcasters and thieves have many options.

Below, a better system is described. Note that "Non-Fighter" refers to paladins, rangers and similar sub-classes of the warrior group. DMs as always, can veto any of these rules, or not allow them to be used by non-single classed warriors at all. Also, no character should start out with with Mastery, even if they have the slots! (proficiency slots may be kept spare though, i.e. the character has had lots of practice but little real experience, so he can add them into his skill later on, and Intelligence slots should be usable on any skill). DMs judgement about such matters is strongly advised. Only allowing 7th level characters to progress to Adept level, and 13th level charcater to Master level, seems fair.

This system is designed to REPLACE the current specialization system entirely! (i.e. characters have to purchase BOTH weapon specialization and precision to get extra attacks and hit/damage bonuses). All bonuses apply to both melee and missile weapons, but DART masters are not very likely! (i.e. DMs should control min/max munchkin players!)

And monsters should also get these abilites if the DM thinks it appropriate...

 

Skill type Proficiency slots :

Fighter

Proficiency slots: Multi-class fighter Proficiency slots: Non-warrior class Extra attacks per round Hit/damage bonus Special benefits
Weapon Specialization

Initiate

2 3 4 1 - -
Weapon Specialization

Adept

4 5 6 1 - The extra attacks are cumulative with Weapon Specialization Initiative bonus, so total is +2 attacks per round
Weapon Specialization

Master

6 7 8 1 - The extra attacks are cumulative with Weapon Specialization Adeptbonus, so total is +3 attacks per round
Weapon Precision

Initiate

2 3 4 - +1/+1 -
Weapon Precision

Adept

4 5 6 - +4/+4 -
Weapon Precision

Master

6 7 8 - +6/+6 -
Weapon Speed

Initiate

2 3 4 - - -2 Initiative bonus
Weapon Speed

Adept

4 5 6 - - -4 Initiative bonus
Weapon Speed

Master

6 7 8 - - -6 initiative bonus
Weapon Parry

Initiate

2 3 4 - - +2 Armour Class Bonus
Weapon Parry

Adept

4 5 6 - - +4 Armour Class Bonus
Weapon Parry

Master

6 7 8 - - +6 Armour Class Bonus
Shield Initiate 1 1 1 - - +3 Armour Class bonus instead of +1 with shield
Shield Adept 2 3 4 - - As per Shield Proficiency plus can use a Shield Punch attack once per round and still get AC benefit. Damage is 1d3 hp, usual -2/-4 Attack penalties due to two weapon style attack.
Shield Master 3 4 5 - - As per Shield Adept but no attack penalties apply.
Disarm Initiate 2 3 4 - - When disarming someone, if the attacker hits a better armour class than the defender (each gets a standard attack roll to test this skill), the defender is disarmed. The defender gets a +4 bonus though, and 2 handed weapons cannot be disarmed.
Disarm Adept 4 5 6 - - As Disarm Inititate, but the defender only gets a +2 attack roll bonus though.
Disarm Master 6 7 8 - - As Disarm Adept, but the defender gets no attack roll bonuses.

 

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