Organization: Georgia Institute of Technology-Office of Information Technology
Date: Mon, 25 Jan 1993 14:48:27 EST
From: Paul Goodwin <CC100PG@GITVM1.BITNET>
Newsgroups: rec.games.frp.dnd
Subject: Weapons proficiency system (long)

One of the guys in my campaign came up with this proficiency system.
I thought I'd post it to the net (and some of you may see it on ADND-L
and GMAST-L) for other's use, discussion, flames, ideas, and constructive
critisms of it.

We'd like some good feedback!

I've done this with Jorge's permission, of course...  :)

Paul Goodwin

paul.goodwin@oit.gatech.edu
cc100pg@gitvm1

-------------------Proficiency system begins here-------------------

Ranks of Specialization    Hit Bonuses    Damage Bonuses    Specials
-----------------------    -----------    --------------    --------

      Unskilled            per table 34       normal          none
                           PH, page 50


      Proficent              normal           normal          none


        Basic                  +1             X + .25X        none


      Advanced                 +2             X + .5X         none


       Expert                  +2             X + .5x        + 1/2*ROF
                                                             + 1/2 melee
                                                             recover 10%


       Master                  +3                2X          disarm
                                                             critical 19
                                                             recover 20%

     Grandmaster               +3             2X+ .5x        + 1*ROF
                                                             disarm
                                                             critical 18
                                                             recover 40%



Ranks of Specialization
-----------------------

Unskilled:

If a character does not learn to use a weapon (does not spend a proficiency
slot on it), he is considered unskilled.  The same penalties as those listed
in table 34 on page 50 of the Players Handbook apply.  There is no penalty
to damage.

The related weapons bonus for using weapons similar to those the character
is proficient with still apply.


Proficent:

A character is considered proficient with any weapon he has spent a
proficiency slot on.  The character attacks and does damage normally,
and gains no special benefits.


The following represent the different levels of specialization.  If
a character spends more proficiency slots on a weapon that he is
already proficient or specialized in, he is may continue to increase in
specialization level until he has reached the maximum level his class
is permitted.  For example, a mage cannot increase beyond the second level
(Advanced), while a ranger could proceed to the fourth (Master).  Once a
character has reached the maximum level allowed by his class, he may no
longer spend more proficiency slots on that weapon.

At no time is a character allowed to have a higher level of specialization
than his character level (for example, a 3rd level fighter could not
achieve greater than Expert specialization, until he increased to level 4).

Basic:

Basic is the first level of weapon specialization.  A character with Basic
specialization knows the basic tricks to the weapon, but does not have
any exceptional knowledge.  Thus, he gains a small bonus on his chance
to hit, as well as slight extra damage.

Advanced:

A character with Advanced specialization has considerable knowledge of his
weapon.  This results in increased damage, as well as improved chances
of landing a blow.

Expert:

A character with Expert specialization is just that - an expert with
his weapon.  The expert knows his weapon like the back of his hand.  In
addition to improved chance of hitting his opponents and extra damage,
characters with this level of specialization may attack more often than
characters without it.  They also know enough about their weapon that they
have a chance of recovering from a critical miss, resulting in no penalty.

Master:

A weapon in the hands of a master is something to be feared.  Masters know
every trick in the book.  They have a better chance of recovering from a
critical miss than an expert does.  In addition, a master will score a
critical hit more often than someone with less knowledge.  Finally, masters
can actually attempt to disarm an opponent.

Grandmaster:

The grandmaster is the ultimate killing machine when using his weapon.
He not only knows every trick, he'll make them up as he goes.  Grandmasters
do incredible amounts of damage when they score a hit.  They can recover
from critical misses, have increased chances of scoring critical hit, can
disarm an opponent, and, if their weapon is a missle weapon, they can use
it more often than anyone of a lower level of specialization.


Hit Bonuses
-----------

These are self-explanatory.  A character gets the listed bonus when using
a weapon he is specialized in.  For example, a thief who is Advanced with
the short sword would gain a +2 bonus on all attacks with the short sword.


Damage Bonuses
--------------

"X" refers to the die rolled.  For example, for a short sword, "X" is
1-6.  For a two-handed sword, "X" is 1-10.  An "x" refers to the maximum
number that can be rolled with "X".  For example, for a short sword, "x"
is 6.  For a two-handed sword, "x" is 10.

When damage is listed with an "X", this means roll the appropriate die
(and multiply by the modifier if appropriate).  When damage is listed
with an "x", this means add the amount that "x" equals (and multiply
by the modifier).

All fractions are rounded down.

In our example above, the thief who is Advanced with a short sword would
do X (1-6) + .5X (1-3), or 2-9 points of damage.  If the thief were an
expert with the short sword, he would do X (1-6) + .5x (3), or 4-9 points
of damage.


Specials
--------

ROF:

The ROF bonus applies *only* to missle weapons, and only to warriors.
Even if a rogue or a priest attains the level of specialization in
a missle weapon required to achieve an incresed ROF, he does not get
this advantage.

A weapon that has a ROF of 1 would have a ROF of 3/2 and 2 at Expert and
Grandmaster levels, respectively.  A weapon with a ROF of 3 (such as thrown
darts) would have 9/2 at Expert level, and 6 at the Grandmaster level.

Melee:

The increase in number of attacks per round applies only to fighters.  Any
other character class who achieves the level of specialization required may
gain all other bonuses, but not the extra melee attack.

Disarm:

A character of sufficient specialization level may try to disarm his
opponent.  The opponent must be using a weapon:  it is impossible to
disarm something that is using fists, claws, teeth, etc.  In addition,
the weapon must be smaller or equal in size to the weapon that the
disarmer is using.  A fighter with a sword could disarm a ranger with
a dagger, but not vice versa.  Missle weapons may not be disarmed, nor
may they be used to disarm an opponent.

In order to disarm, the character must make an attack roll against AC0
with no modifications.  If the attack is successful, the victim must
make a Dexterity check.  If the check fails, the victim loses his weapon.

The weapon may or may not be retrievable.

Critical:

If a character has a critical bonus, he scores a critical hit whenever
he rolls the number listed or higher on an attack roll.  Therefore,
a master will score a critical hit on a natural 19 or 20, while an grandmaster
scores a critical hit on an 18, a 19, or a 20.

Recover:

Characters who have extensive knowledge of their weapons tend to fumble
less often while using them, and may even know a trick or two to help them
recover if they do fumble, suffering no penalty.

If a character rolls a natural 1 when using a weapon he is highly specialized
in, there is a chance that he will recover, suffering no penalty.  The
chance is the number listed, as a percent.  For example, a grandmaster has
a 40% chance of recovering from a fumble.  If this roll is failed, then
all normal effects occur (breaking the weapon, etc).


Character Class Limits of Specialization
----------------------------------------

Not all character classes can achieve the same level of specialization.
It also takes some character classes longer to achieve a certain level
than others (mages take longer to become Advanced than fighters, because
they have less time to spend studying weaponry).

The class limits and requirements are:

Mages:

Mages can only become Advanced in a weapon.  They require one proficiency
slot to achieve Basic level, and two more to achieve Advanced level
(for a total of 3 slots to achieve Advanced).

Rogues:

Rogues can become Experts in their weapon-of-choice.  They must use one
proficiency slot for each of the first two levels, plus two more to
become experts (for a total of 4 slots to achieve Expert).

Priests:

Priests learn slightly faster than rogues.  While they too can only
become experts, they only require one proficiency slot per level (for
a total of 3 slots to achieve Expert).

Warriors (non-fighter):

Paladins and Rangers can become masters with thier weapons.  They must
spend one proficiency slot per specialization level (for a total of
4 slots to achieve Master).

Fighters:

Fighters are the only character class who can achieve Grandmaster status
with a weapon.  They require one proficiency slot for each level (for
a total of 5 slots to achieve Grandmaster).


Specialization Tranining
------------------------

A character must train from someone who is at least at the level of
specialization that the character wishes to attain.  If the trainer
is higher than this level, chances are good that the training will
be successful, and the character will attain the next level of
specialization.  If the trainer is of the level that the character wishes
to attain, however, chances are much lower (30%-50%).

For example, a Master traniner could train a character to the levels
of Basic, Advanced, or Expert with a high probability of success.  He
could train a character to the Master level, but the chance of success
is much lower.  It is impossible for this trainer to train someone up
to the Grandmaster level.

Cost of training:

Proficient  : no cost
Basic       : 300 gp
Advanced    : 500 gp
Expert      : 900 gp
Master      : 1500 gp
Grandmaster : 3500 gp

These are averages.  Costs of traning could be higher or lower, depending
on the circumstances.

Time required for training:

Proficient  : 1 week
Basic       : 2 weeks
Advanced    : 3 weeks
Expert      : 5 weeks
Master      : 7 weeks
Grandmaster : 10 weeks

The time required for training is much less flexible.  It might take longer
than the time required, but almost never will it take less time.


Failed Training
---------------

If a character attempts to train to a level of specialization, but fails
(for whatever reason), his proficiency slot is *not* used, and it is
not wasted.  He may attempt to try that level again, or he may learn a
different weapon instead.  However, regardless of which he decides to do,
he cannot do so until he has gained one level of experience.

For example, a 3rd level fighter who has Basic specialization of the
longsword tries to attain Advanced level.  He trains, but he fails.
He may either try again, or he may decide to learn the use of the
dagger instead.  However, he may not do either of these until he has
achieved 4th level.  When he does, he may decide to try again for Advanced
level with the longsword, or learn the dagger.

system by: Jorge Diaz
Newsgroups: rec.games.frp.dnd