Since I am trying to capture a sword & sorcery feel to the campaign as opposed to the standard Tolkien-esque/pseudo-medieval vibe that so many D&D campaigns aspire to, I’ve allowed any class to use any weapon. However, I can see how this could get out of control if no guidelines are established. So, as promised, I’ll be introducing a (hopefully) quick and easy weapon proficiency system at the next meeting. Since I find it easier to explain longer concepts in writing, here’s a preview of what we’ll be doing on Sunday.
Each character starts with an initial number of weapon proficiencies based on their class. Fighters begin knowing how to use four weapons competently; clerics can use three with skill, and magic-users are adept with only two. Dwarves are treated as fighters in this case, giving them four weapons of proficiency.
Any character attempting to use a weapon they aren’t adept with suffers a penalty to any and all attack rolls. Fighters using a weapon they aren’t trained in are -2 to hit; clerics are -3 to hit, and magic-users are -4 to their attack roll. As above, dwarves are treated as fighters and suffer a -2 penalty. For those of you who like charts, it breaks down like this:
Class | Number of weapon proficiencies | Penalty to hit with a non-proficient weapon |
Fighters (including dwarves) | 4 | -2 |
Cleric | 3 | -3 |
Magic-users | 2 | -4 |
As characters advance in level, they will gain addition weapon proficiencies based on their class. As each class reaches the levels listed below, they gain another weapon proficiency chosen from the list at the bottom of the page. Fighters gain a new weapon proficiency every two levels after the 1st; clerics gain one every three levels after the 1st, and magic-users gain one every four levels after the 1st. Again, in chart form, this looks like
1st level | 3rd level | 5th level | 7th level | 9th level | |
Fighter | 4 | 5 | 6 | 7 | 8 |
p> | |||||
1st level | 4th level | 7th level | 10th level | 13th level | |
Clerics | 3 | 4 | 5 | 6 | 7 |
1st level | 5th level | 9th level | 13th level | 17th level | |
Magic-users | 2 | 3 | 4 | 5 | 6 |
Weapon Breakdown
I don’t want to get too crazy with this system so rather than make every single weapon cost its own proficiency, I’ve broken them down into categories, some broader than others. Being proficient in a category allows you to utilize any weapon in that class without penalty. These weapon categories are:
Weapon Category | Weapons Include… |
Axe, long | Battle axe |
Axe, short | Hand axe |
Ball & chain | Flail, morning star |
Blunt | Club, mace |
Bow, long | Longbow |
Bow, short | Short bow |
Crossbow | Light and heavy crossbows |
Dagger | Dagger, knife |
Dart | Dart |
Implements | Hammer, pick |
Javelin | Javelin |
Lance | Lance |
Pole arm | Pole arms of many assorted styles and flavors |
Sling | Sling |
Spear | Spear (both in melee and thrown), trident |
Staves | Quarterstaff, magical staves |
Sword, great | Two-handed sword, bastard (two-handed |
Sword, long | Long sword, scimitar, falchion, bastard (one-handed) |
Sword, short | Short sword |
You could just give fighters proficiency with all weapons.
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