Proficiencies (DSC)

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In the DARK SUN campaign, the use of proficiencies isn't optional; it's part of the standard rules of play. Both weapon and nonweapon proficiencies follow the rules presented in the Player's Handbook. Any exceptions to those rules are detailed in this chapter. Athasian characters often have higher ability scores than characters in other AD&D campaigns.
As a result, proficiency checks (which are based upon attributes) succeed more frequently. Even so, a roll of a natural 20 still results in failure, regardless of a character's ability scores.
==Proficient and Specialized Use==
In a DARK SUN campaign, the use of any weapon that a character isn't proficient with results in a penalty. This penalty, shown on Table 34: PROFICIENCY SLOTS of the Player's Handbook, is applied to a character's attack roll and is based on what group the character's class belongs in. Proficiency with a weapon makes the weapon far more useful in battle and eliminates any nonproficient penalties.
Being proficient with a weapon means that the character has been trained to use it. Weapons are assigned to a character's open proficiency slots—each individual weapon requires its own proficiency. A character can only become proficient with weapons his or her class.
Fighters and gladiators can also specialize in specific weapon types. Specialization is only available to these classes; multiclass characters can't use weapon specialization. Specialization costs two proficiency slots: one to become proficient with the weapon and one to specialize in its use. See Chapter Five of the Player's Handbook for the exact effects of weapon specialization
If the DM agrees, other effects can be added to specialization. These include such possibilities as causing a weapon (the cahulaks) to entangle a target or using two similar weapons (tortoise blades) with no penalty.