From: rparker@wpi.WPI.EDU (Richard E Parker)
Subject: Weapon Masteries
Organization: Worcester Polytechnic Institute
Date: Fri, 28 Aug 1992 14:44:37 GMT

	Ok, here are some of the weapon mastery listings I've done.  I'm
pressed for time, so I'll have to send the rest down the pike later.  If
you do not like these rules, then don't use them.  I certainly will not
get upset.  My campaign is not a munchkin campaign, so I would rather not
have to read a bunch of flames over the whole business.

	Most of the list is pretty straightforward.  Bs=Basic, Sk=Skilled,
Ex=Expert, M=Master, and GM=Grand Master.  These refer to levels of skill
in a weapon so characters can say things like "I am an Expert in the wielding
of the two-handed sword" instead of "I specialized in two-handed swords" or
worse yet "I dumped two prof. slots in two-handeds giving me +1 hit/+2 damage."

	Note that no starting character should ever be allowed to choose to
Master a weapon.  Not only does this unbalance the game, but no sane fighter
worth his weapons would limit himself and place himself in a position of
losing his choice weapon and being unable to fight afterwards.  Note that only
single-classed FIGHTERS (not rangers or paladins) may become Grand Masters.
Note that only fighters and fighter sub-classes like ranger and Paladin may
become Masters at weapons.  Thieves should be allowed to reach Expert level,
to reflect the ability of famous thieves like the Grey Mouser and his
side-kick.  Magic Users and Priests should be limited to Skilled, to reflect
the limited time available for training.

	I propose the following scheme for providing additional attacks with
weapons for non-fighters.  Thieves should get the additional attacks as if
they were fighters three-levels lower than their actual level.  Mages and
priests should advance as if they were 7 levels lower than actual.  This way
an archmage would be able to defend himself halfway-decently with his :^)
dagger or staff when he ran out of spells.

	The following is the first half of the list of weapon damage bonuses
for higher skills.

Weapon	Mstr	Dmg  		To Hit
Sword,
Two-
Handed	Bs	1d10/3d6	+0
	Sk	2d6+1/4d4+2	+1
	Ex	2d8+2/4d4+4	+1
	M	3d6+3/5d4+4	+2
	GM	3d6+6/5d4+6	+3

Sword,
Long	Bs	1d8/1d12	+0
	Sk	1d8+1/1d12+1	+1
	Ex	1d8+3/1d12+3	+1
	M	1d8+5/1d12+5	+2
	GM	1d8+8/1d12+8	+3

Sword,
Broad	Bs	2d4/1d6+1	+0
	Sk	2d4+1/1d6+2	+1
	Ex	2d4+3/1d6+4	+1
	M	2d4+5/1d6+6	+2
	GM	2d4+8/1d6+9	+3

Sword,
Bastard	Bs	1d8/1d12	+0
	Sk	1d8+1/1d12+1	+1
	Ex	1d8+3/1d12+3	+1
	M	1d8+5/1d12+5	+2
	GM	1d8+8/1d12+8	+3

Sword,
Bastard	Bs	2d4/2d8		+0
	Sk	2d4+1/2d8+1	+1
	Ex	2d4+3/2d8+3	+1
	M	2d4+5/2d8+5	+2
	GM	2d4+8/2d8+8	+3

Sword,
Short/	
Cutlass	Bs	1d6/1d8		+0
	Sk	1d6+2/1d8+2	+1
	Ex	1d6+4/1d8+4	+1
	M	1d6+7/1d8+7	+2
	GM	1d6+9/1d8+9	+3

Rapier/	
Sabre	Bs	1d6+1/1d8+1	+0
  	Sk	1d6+3/1d8+3	+1
	Ex	1d6+5/1d8+5	+1
	M	1d6+8/1d8+8	+2
	GM	1d6+10/1d8+10	+3

Scimitar
	Bs	1d8/1d8		+0
	Sk	1d8+3/1d8+3	+1
	Ex	1d8+4/1d8+4	+1
	M	1d8+5/1d8+5	+2
	GM	1d8+6/1d8+6	+3

Katana	Bs	1d10/1d12	+0
	Sk	2d6+2/2d6+3	+1
	Ex	2d8+1/4d4+2	+1
	M	2d8+2/4d4+2	+2
	GM	2d6+6/3d6+2	+3

Wakizashi
	Bs	1d8/1d8		+0
	Sk	1d8+2/1d8+1	+1
	Ex	1d8+4/1d8+2	+1
	M	1d8+6/1d8+3	+2
	GM	1d8+8/1d8+4	+3

Ninja-to
	Bs	1d8/1d6		+0
	Sk	1d8+1/1d6+1	+1
	Ex	1d8+3/1d6+2	+1
	M	1d8+5/1d6+3	+2
	GM	1d8+8/1d6+5	+3

Axe,
Battle	Bs	1d8/1d8		+0
	Sk	1d8+2/1d8+2	+1
	Ex	1d8+4/1d8+4	+1
	M	1d8+8/1d8+8	+2
	GM	1d8+10/1d8+10	+3

Axe,
Hand	Bs	1d6/1d4		+0
	Sk	1d6+2/1d4+2	+1
	Ex	1d6+3/1d4+3	+1
	M	2d4+4/1d6+4	+2
	GM	2d4+5/1d6+4	+3

Javelin	Bs	1d6/1d6		+0
	Sk	1d6+2/1d6+2	+1
	Ex	1d6+4/1d6+4	+1
	M	1d6+6/1d6+6	+2
	GM	1d6+9/1d6+9	+3

	If anyone sees a problem with these, feel free to comment.  Flamers
need not apply.  I haven't playtested ALL of the weapons, so some of them
may be slightly outrageous.  Most people in my campaign can be remarkably
unoriginal about choice of weapons.  


						A. Paladin
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