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Proficiency Point System

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AD&D 2E Game with some modifications

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betaraybill
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Proficiency Point System

Post by betaraybill »

All 1st level character receive 12 proficiency points to use as the see fit on either weapon or non-weapon proficiencies, with the following restrictions:

Proficiency Minimums

Class Non-Weapon Weapon
Warrior 4 6
Priest 4 3
Rogue 4 3
Wizard 8 3

In addition, characters beginning play above the 1st level will receive 2 proficiency points for each level above the first - thus, a 2nd level character will receive 2 extra and a 3rd level character will receive 4 extra. These extra points may be spent on anything the player wishes.

Characters will receive bonus proficiency points for high intelligence according the their max # of languages. Warriors may use these proficiency points as weapon proficiencies, or as any other character. Any other character must use these points on intelligence based NWPs.

Non-Weapon proficiencies will work exactly as described in the PHB, except that all costs are doubled. Thus, if a NWP in the player's handbook costs 1 proficiency slot, it will cost 2 proficiency points to acquire. I am using the list of NWP's offered in the PHB - if you have something else in mind from a different source book, let me know and I will take it into consideration.
-- Bill
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Re: Proficiency Point System

Post by betaraybill »

Weapon proficiencies have varying costs depending on several factors:

Weapon Proficiency slots cost 2 proficiency points for Warriors, and 3 proficiency points for non-warriors

Proficiency with any weapon costs 1 slot
Proficiency with any form of unarmed combat costs 1 slot (In this case pummeling and wrestling are available)
Specialization with a melee weapon (or unarmed combat style) costs 1 slot
Specialization with a missile weapon costs 1 slot, plus an additional proficiency point.
(1) Expertise costs the same as specialization for each type of weapon
(2) Mastery with any weapon cost 1 slot for each level of mastery (and is only available to single-class fighters who have only specialized in one weapon and have attained a minimum of the 5th level).
(3) Fighting Style Specializations cost 1 slot
(4) Shield Specializations cost 1 slot

Notes:

(1) Expertise is available to non-fighter warriors or multi-classed fighters. It bestows the extra attacks of a specialist, but no to hit or damage bonus

(2) There are three levels of Mastery; Mastery, High Mastery and Grand Mastery. Here is an explanation:

Effects of Mastery
If a fighter spends another proficiency slot on a melee weapon he already specializes in, his attack and damage bonuses increase to +3 and +3, respectively. For missile weapons, his point-blank bonuses increase to +3/+3 as with melee weapons, and he gains an additional +1 to hit at all other range categories, for a total of +2. (Remember, this bonus doesn't take range modifiers into account, so the archer has a total of +2 at short, +O at medium, and -3 at long range, if the penalties are factored in.)

Effects of High Mastery
By spending a second slot on mastery, a character can become a high master. By this time, the character has spent four slots on a single weapon and is at least 6th level. High masters increase the speed factor of their chosen weapon by -3. High Masters also score critical hits on a roll of 18 or higher rather than the standard 20.
High masters who specialize in missile weapons gain a new range category: extreme range. For all weapons, extreme range is 1/3 father than long range. Extreme range shots have a -10 penalty to hit before adjustments for the effects of mastery.

Effects of Grand Mastery
High masters who spend one more slot on learning their weapon of choice can become grand masters. Grand masters are capable of feats of swordplay that border on the fantastic. Grand masters gain one additional attack per round above and beyond a specialist's rate of attacks for their level.
Grand masters also increase the amount of damage and the chance of a knockdown when they employ their chosen weapon. The weapon's base damage die and knockdown die are increased to the next greater die size against all opponents. If the weapon caused multiple dice of damage, all of them are increased.

(3) Style Specializations may be purchased by any character except Prophets. Warriors may specialize in as many styles as they wish, rogues and priests may specialize in only one style.

Weapon and Shield Style
Normally, a character employiig a shield in his off hand can shield-rush, shield-punch, block, or trap as if it were a secondary weapon, with the normal penalties for attacking with two weapons. The disadvantage is that the shield's AC bonus is fo.feited for any round in which it is used this way.
However, characters who specialize in weapon and shield style can choose to tnake one of these secondary attacks every round without losing the AC benefit for carrying a shield.

One-handed Weapon Style
The character is always free to treat his empty hand as a "secondary weapon" and punch, grab, or otherwise annoy anyone he is fighting. The normal penalties for using two weapons apply. If a character is also familiar with the two-handed weapon style and his weapon can be used either one- or two-handed, he can switch back and forth between the two styles at the beginning of every round of combat.
Characters who specialize in this style gain a special AC bonus of +1 while fighting with a one-handed weapon and no shield or off-hand weapon. By spending an additional proficiency slot, the character can increase his AC bonus to +2, but that is the maximum benefit for style specialization.

Two-handed Weapon Style
Many weapons are so large that a character is required to use both hands to wield them. The rule of thumb is simple: a character can use a weapon with a size equal to or less than her own in one hand and can use a weapon one size larger than herself if she wields it two-handed.
If a character specializes in two-handed weapon style, she increase the speed of her weapon by -3.
There are a few weapons that can normally be employed one- or two-handed. There are also a variety of weapons that are normally used one-handed but can be used two-handed. This would allow the specialist in this style to gain the speed benefit mentioned above. In addition, the two-handed style specialist gains a +1 to damage rolls when using a one-handed weapon in two hands.

Two-Weapon Style
Normally, characters who fight with a weapon in each hand suffer a -2 penalty to attacks with their primary hand and a -4 pentality to attacks with the off-hand weapon. This can be partially or completely negated by the character's reaction adjustment for Dexterity. Characters who specialize in this style reduce their penalty to 0 and -2, respectively.
The character's secondary weapon must be one size smaller than his primary weapon - but knives and daggers can always be used as secondary weapons, regardless of the size of the primary weapon. Note that this means for Man-sized characters, the secondary weapon has to be size small. However, if a character spends a second proficiency slot on two-handed weapon style specialization, he gains the ability to use two weapons of equal size, as long as he can use each one as a one-handed weapon. Warriors of Benjamin are considered to have the first slot of this style specialization by default.

Missile or Thrown Weapon Style
Some heroes specialize in fighting with ranged weapons; Robin Hood and William Tell spring to mind as good examples. Characters who choose to specialize in missile or thrown weapon style gain two benefits. First, they can move up to half their normal movement rate and still attack with their full rate of fire, or make a full move and attack at half their rate of fire. Second, they gain a bonus of -1 to their AC against enemy missile fire while attacking with a ranged weapon.

(4) Shield Specialization may be purchased by any character able to use a shield (which is most).

Shield Specialization
By spending a weapon proficiency, characters can become more skilled in the use of their shield. Modern reenactments of medieval tournaments have demonstrated that the shield is a very important part of a warrior's protection. The extra protection conferred by the shield varies by the exact type the character becomes specialized in:
Shield Normal Specialized Number of
Type AC bonus AC bonus Attackers
Buckler +1 +1 1
Small +1 +2 2
Medium +1 +3 3
Body + 1 /+2 vs. +3/+4 vs. 4
missiles missiles

The number of attackers is the maximum number of times the shield bonus can be used in a single round by the character. The attackers to be defended against in a round must be declared before any attacks are made in the round.

OK, that about covers it. Direct any questions to the OOC thread please.
-- Bill
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