House Rules! Fear, or not, as almost every GM has them. This will cover various rule tweaks, changes, subtrations and lobotomies.
1. The maximum stat value is 25. The highest possible starting stat is 19, an 18 with a +1 racial bonus added or some other inherent benefit. There is no limitation beyond 18 for a statistic - if a PC can manage to raise a score to 19 or better through gameplay, good for them.
1a. I meant to try this seriously last game, but since it fell apart? Let's try it here! Every four levels(4, 8, 12...), the PC may add +1 to one score of his or her choice. This is a permanent boost, reflecting the long hours of struggle and work the PC has put into his skills and body.
1.aa. The GM, at his discretion, may rule that a PC cannot raise a stat twice in a row by the previous method. This is in place if I feel it needs to be due to balance issues.
1b. A Wish can raise one stat by +1 permanently. This overwrites the bullshit of multiple wishes for a stat point above 15 in the DMG. Good luck getting a free wish or three. <_<
1c. There is no maximum to the level of 'inherent stat bonus' a PC can have. This isn't third edition - if a PC can manage to scrape together enough levels and points and whatever to raise an 12 to a 25, good for them.
1d. On a warrior or exceptional strength worthy class reaching 18 strength by raising his or her scores, they may roll exceptional strength. Another point into it vaults them to 19.
2. Elven paladins, while rare, are known to exist. As the favored of the gods, the elven race occasionally are given great champions of the faith ...or some bullshit thereof. Oddly, no half elven paladins are known to currently exist.
3. Priests and clerics can be the default 'good' cleric in the PHB. This will reflect one of the good deities in the world - there will be others that have custom capacity. If you're interested in playing a cleric and have an idea on a god, talk to me. More on this will come with the world setting.
4. The 10 percent bonus XP rule for high stats is hereby shot in the face. As it stands now, it stands as not being used do to general agreement by all I've talked to about it so far. This one doesn't matter to me at all, so...you know, really, this one is up to you players.
5. I'm not going to be a nazi about encumberance. I'm not going to make you adjust your weight level each time you pick up a gold coin or drop a scrap of cloth from your backpack. This will mainly be worried about when - gasp - the PC is notably burdened to begin with, or something silly, like a 4 strength human trying to wear full plate.
6. Likewise, I'm not going to be a coin counter over every 1 CP drink you buy in the inn. I will assess weekly costs, assuming you're travelling in a region where coin can be used.
7. Verbal, somatic and material components shall be used for spells.
7a For the sake of simplicity, we'll assume that a mage or cleric can gather any simple or common components for minimal cost during their downtime. For components that are more pricey or difficult to obtain under the circumstances (Ice in a desert, for example), you'll be talking to the GM.
8. Even if the holy symbol of a cleric is a little sword pendant, under no circumstances shall a holy symbol be permitted to be used as a penetrating or slashing weapon.
9. Hitdice are assumed to be maximum for the first level. Past that, you roll, with one chance to reroll should the player want it per hitdie. If he does reroll, however, you must go with the second result, even if the first was better.
10. With the exceptions of paladins and certain clerics, alignment is a pointer and a tool. It's not a straightjacket - at worst, you'll change alignments. If this happens early in the game, I won't assess a penalty. There's nothing wrong with a character ending up a little different than planned. If it' sa change later on, a deviation from the norm, I may impose the EXP penalty listed in the PHB. Hopefully this won't ever come up.
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This is the first and most relevant batch of houserules. I open the floor to suggestions, debate on the rules above or general mayhem. I know Dracos has some questions about non weapon proficiences, so I'm leaving that part untouched for the moment so he can blow his wad on it here.
I also may have forgotten one or two, or be saving them for later. This is just a start. <_<
>_>
Yeah, I'm wondering what's the plan with weapon/non-weapon proficiencies?
I'd prefer letting the combat and tactics version of weapon specialization stand (since it allows for more varied warrior advancement over levels instead of 'level 1, maxed power!') and the 'non-weapon proficiencies' version that goes: "you have 1 default language + your init non-weapon proficiencies + your int bonus proficiencies" with a singular freebie for writing only unless it aggressively conflicts with background (everyone can read and write in their native tongue). With the non-weapon ones you can buy languages and/or other non-wapon proficienies. With the weapon ones you can buy stuff in the combat and tactics weapon specialization section such as proficiency with shield or mastery at level 5 or sword and shield skill.
Dune?
Dracos
01:13] <%C-Rat> Hey, Dune!
[01:13] <%C-Rat> I have a question.
[01:13] <%Anastasia> Yes, C-Ratticus?
[01:13] <%C-Rat> If a warrior-type raises his strength to 18, does he get exceptional strength?
[01:13] <%C-Rat> And if he *does* get that, what if he wants to put another point in strength?
[01:13] * %C-Rat seeks to confuse. >_>
[01:13] <%Anastasia> Yeah. Pose that question in topic, since it's worth mentioning.
Also, the armour thing- can multiclassed wizards get away with using a shield in combat, and still be able to cast spells?
Quote from: "Carthrat"01:13] <%C-Rat> Hey, Dune!
[01:13] <%C-Rat> I have a question.
[01:13] <%Anastasia> Yes, C-Ratticus?
[01:13] <%C-Rat> If a warrior-type raises his strength to 18, does he get exceptional strength?
[01:13] <%C-Rat> And if he *does* get that, what if he wants to put another point in strength?
[01:13] * %C-Rat seeks to confuse. >_>
[01:13] <%Anastasia> Yeah. Pose that question in topic, since it's worth mentioning.
I'm nailing this one first since it's simplest. On reaching 18, they'll roll a percentile die and gain that strength. Another wish or gain pushes it right to 19.
Quote from: "Carthrat"Also, the armour thing- can multiclassed wizards get away with using a shield in combat, and still be able to cast spells?
If the spell only has verbal components? Yes.
If the spell as somatic components? No.
If the spell has material components? Generally not, unless the spell description notes that the method of using the material would not be reasonably hindered by a shield.
So any spell with an S component would be out of bounds. Purely V components are good, and VMs are dependant on spell descriptions.
Quote from: "Dracos">_>
Yeah, I'm wondering what's the plan with weapon/non-weapon proficiencies?
I'd prefer letting the combat and tactics version of weapon specialization stand (since it allows for more varied warrior advancement over levels instead of 'level 1, maxed power!') and the 'non-weapon proficiencies' version that goes: "you have 1 default language + your init non-weapon proficiencies + your int bonus proficiencies" with a singular freebie for writing only unless it aggressively conflicts with background (everyone can read and write in their native tongue). With the non-weapon ones you can buy languages and/or other non-wapon proficienies. With the weapon ones you can buy stuff in the combat and tactics weapon specialization section such as proficiency with shield or mastery at level 5 or sword and shield skill.
Dune?
Dracos
I'll be honest and say that I need to reread the relevant parts of Combat and Tactics. That said, while I do like a few parts of C and T, I as a whole dislike it and would rather not integrate too much of it in. Let's try this - if you hae a part or a skill from it you really want, propose it to me on an single case by case basis.
If you want to wait for a broader ruling, I can read C and T again tonight. (Noting the relevant pages for me would save a lot of slogging and would mean a grateful GM.)
For Dune:
Chapter Four:
Weapon Specialization & Mastery
In a desperate battle, the only thing that stands between a brave hero and a grisly end is his skill with blade or shield. Skill at personal combat is a valuable commodity in a fantasy setting; it's hard to imagine Conan meeting his better at swordplay, or the Gray Mouser encountering a foe swifter and more agile than himself.
This chapter describes a revised weapon proficiency system that includes several grades of specialization as well as new uses for a weapon proficiency. This material is completely compatible with the character point proficiency system described in the Skills & Powers book; the point system allows characters to purchase proficiency, expertise, specialization, or mastery in the same way that an AD&D character can spend proficiency slots to gain these benefits.
A number of new uses for weapon proficiencies are also included in this chapter. Weapon groups, fighting styles, attack maneuvers, shield use, armor use, special talents, and dirty tricks can all be learned by spending weapon proficiency slots.
Weapon Proficiencies Anybody can pick up a sword and swing it in a menacing manner, but without proper training and technique it's impossible to use a weapon correctly. A character's weapon proficiencies represent weapons in which he has some degree of training. Usually, he can wield them without embarrassing himself.
Intelligence and Proficiencies
Fighters, paladins, and rangers may apply their bonus language slots for high Intelligence scores to any kind of weapon proficiency. Characters of any other type can only use these extra proficiency slots to learn nonweapon proficiencies. This rewards fighters who chose brains over brawn by allowing them to compensate for shortcomings in physical attributes with the benefits of skill and training.
Under this rule, the character's number of allowed languages simply represents the most languages she can ever learn. The character isn't assumed to begin play knowing any extra languages; instead, she must use nonweapon proficiency slots to learn any extra languages she wants to speak. Characters can always speak their native tongue without spending any proficiency slots.
Demihuman characters who are allowed to learn extra languages still have to spend slots learning these tongues. Their advantage lies in the fact that they can begin play with knowledge of these languages, because they had access to people who spoke them when they were growing up.
Proficiencies and the
Skills & Powers Book
The Player's Option character point system replaces the normal acquisition of proficiency slots. Characters may decide to learn a lot of skills by devoting their character points to a variety of proficiencies, or they may choose to specialize in a few areas. Regardless of how they elect to spend their character points, the end results are the same: either they have a proficiency in something or they don't.
Weapon Groups
Many weapons are very similar in construction and techniques of use; for example, using a bastard sword with one hand is not too much different from using a long sword. Both weapons are heavy, two-edged blades that rely on slashing or chopping strokes to cut through armor. All weapons are categorized in tight groups, which are further organized into broad groups. The particular group a weapon belongs to is noted under the weapon characteristics in Chapter Seven.
Tight groups serve two functions in game play. First of all, all weapons in a tight group are considered to be related to each other. A character who is proficient in one weapon belonging to a tight group is automatically familiar with the other weapons of that tight group and has a reduced penalty for nonproficiency when using them.
Second, characters can learn to use all weapons in a tight group with a weapon group proficiency. Weapon group proficiencies cost two slots, but may include a number of weapons. For example, a character could use a weapon group proficiency to gain proficiency in crossbows; by spending two slots, he actually gains proficiency in six different weapons.
Some tight weapon groups are further organized into broad groups. For example, the tight groups of axes, picks, hammers, and maces are all part of the hafted weapon broad group. Proficiency in all of the weapons of a broad weapon group can be learned for three proficiency slots.
A number of weapons are completely unrelated to anything else. For example, lassoes just don't work like any other type of weapon. The same applies for nets, whips, bolas, and mancatchers. These weapons must be learned one at a time.
Specialization and Weapon Groups
Having a weapon group proficiency counts as the first slot of specialization for one weapon in that group. When the character chooses to specialize, he need only spend one additional proficiency slot and select any weapon of that group as his specialty. For example, a character with the crossbow tight group proficiency could spend one additional slot to specialize in the medium crossbow. He's spent a total of three slots but has proficiency with six types of crossbows and specialization with his preferred weapon, the medium crossbow.
Character Classes and
Weapon Proficiencies
Most character classes are limited in their selection of weapons. However, in the Skills & Powers book, a character may choose to be proficient in a weapon she normally would not be allowed to use. This is reflected by requiring the character to spend more character points than normal to become proficient.
As an optional rule, characters may learn to use barred weapons by paying extra proficiency slots. A rogue or priest may learn a weapon normally reserved for warriors by suffering a one-slot penalty, and wizards may learn weapons normally reserved for priests or rogues with a one-slot penalty. If a wizard wishes to learn the use of a weapon normally reserved for warriors only, she must pay a two-slot penalty. For example, a wizard who wants to use a long sword could do so by paying two weapon proficiencies for it, since long swords are available for rogues—but she would have to pay three slots to become proficienct in the two-handed sword.
Note that the limited number of weapon proficiencies available for nonwarrior characters will tend to control character abuse of this rule. Priests may be capable of learning any weapons under these rules, but priests who use barred weapons do so at the risk of angering their superiors or deity.
Kits and Barred Weapons
Some kits may allow characters to use barred weapons; for example, militant wizards may select a sword as one of their weapon proficiencies. Generally, the bonuses and perks of a kit are considered to negate any out-of-class penalties. However, priests may still be limited by their priesthood weapon restrictions.
New Weapons
A number of new weapons are introduced in Chapter Seven: Weapons and Armor. Many of these are similar to weapons that were restricted in the Player's Handbook. The Weapon Table in Chapter Seven lists any classes that cannot use a particular weapon under normal circumstances.
Shield Proficiency
By spending a weapon proficiency, characters can become more skilled in the use of their shield. Modern re-enactments 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 proficient in:
Shield Normal Proficient 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. Normally, shields can only be used against enemies in the character's front spaces or in the flank spaces on the character's shield side.
Armor Proficiency
Similarly, characters can spend time and effort learning how to use their armor more efficiently. While this doesn't provide a bonus to Armor Class, it can help to offset the hefty encumbrance penalties of heavy armor. A character who spends a weapon proficiency slot becoming acquainted with a type of armor gains the special benefit of only suffering one-half the normal encumbrance of that armor.
For example, chain mail normally weighs 40 pounds, but a character with a proficiency in chain mail only has to count 20 of this towards his encumbrance level. This represents the character's training in wearing the armor just the right way and his practice in moving around while wearing 30 or 40 pounds of ironmongery.
Weapon Mastery It's fairly obvious that there is a huge difference in the attack potential of an unskilled novice and a trained swordsman. The level of skill with which a character fights is divided into six general categories: nonproficiency, familiarity, proficiency, expertise, specialization, and mastery.
Skills & Powers uses character points to acquire each level of mastery, but this system is also compatible with AD&D weapon proficiencies. Nonproficiency and familiarity have no cost in proficiency slots, normal proficiency costs one slot, expertise and specialization cost two slots, and mastery costs three or more slots.
Nonproficiency
If a character has never had any training or practice with a weapon, he is nonproficient. He can only guess at the proper way to hold the weapon or attack his opponent. Anything fancier than a simple hack, slash, or bash is beyond his abilities—the character cannot attempt any attack options such as disarming, blocking, or sapping.
In addition to his inability to make special attacks, the character also suffers an attack roll penalty based on his character class. Warriors tend to figure out weapons of any kind relatively quickly and have a small penalty for attacking with weapons they're not familiar with. Other characters don't have the warrior's affinity for weapons and are more severely penalized. These penalties are:
Class Nonprof. Familiarity
Warrior –2 –1
Wizard –5 –3
Priest –3 –2
Rogue –3 –2
Psionicist –4 –2
Nonclassed
NPCs –4 –2
Any weapon wielded by a nonproficient character is considered one initiative phase slower than it really is, and missile weapons have their rate of fire halved. An untrained character wielding a long sword has an initiative phase of slow, not average, and an unskilled character wielding a long bow would only fire once per round instead of twice.
Familiarity
All characters are automatically familiar with any weapon that is related to a weapon they are proficient in. Weapons are considered to be related if they are part of the same tight group. For example, a character who is proficient in the use of the light crossbow is automatically familiar with all other types of crossbow because they're part of the same tight weapon group.
Familiarity is not as good as proficiency, but it beats not knowing anything about a weapon at all. Characters only suffer one-half the normal nonproficiency penalty when attacking with weapons they are familiar with. They may attempt any normal attack maneuvers possible (the familiarity penalty still applies, of course), and suffer no initiative or rate of fire penalties.
Familiarity does not allow the user to make use of any special weapon attack modes that require proficiency in the weapon.
Proficiency
This is the basic level of competence most characters achieve with their weapons training. Proficiency allows the character to use a weapon with no penalties and employ all attack options and special weapon properties to their fullest extent.
As noted previously, warriors can spend two proficiency slots to become proficient in a tight weapon group, or three slots to become proficient in a broad group. Otherwise, characters have to spend one slot per weapon they wish to be proficient with.
Expertise
Weapon expertise is a form of specialization that is available to nonfighters. Regular weapon specialization (described below) is only available to single-classed fighters, but weapon expertise can be learned by paladins, rangers, and multi-classed fighters. There's no reason a single-classed fighter couldn't learn expertise instead of specialization, but expertise is just as expensive as specialization and isn't as good.
Weapon expertise allows a character to gain extra attacks as if he or she were a weapon specialist. At 1st level, an expert with the long sword gets to attack three times per two rounds. Weapon expertise also allows the use of any unusual weapon properties reserved for specialist use. Weapon expertise does not grant the character extra attack or damage bonuses, as weapon specialization does.
Note that Skills & Powers allows a character to "customize" his class and receive abilities he normally could not attain. Under these rules, paladins, rangers, and multi-classed fighters can specialize at the cost of sacrificing other abilities or advantages. Similarly, priests and rogues may be able to gain weapon expertise. If you aren't using the Skills & Powers book, we recommend that you limit specialization and mastery to single-class fighters only, and limit expertise to paladins, rangers, and multi-class fighters.
Specialization
By spending an extra proficiency slot on a weapon, a single-class fighter character can become a specialist. A fighter may only specialize in one weapon at a time. If she wishes to change her specialization to a different weapon, she must spend two extra proficiency slots to become a specialist in the new weapon, and loses all benefits of specializing in the previous one (although she is still proficient with it and always will be). Any more changes cost three slots each, so it's a good idea to pick one weapon and stick with it.
The exact benefits of weapon specialization vary with the particular weapon involved. Generally, the types of benefits fall into one of five categories: melee weapons, missile weapons, bows, crossbows, and firearms.
Melee Weapons
Specializing in a melee weapon provides a character with two main benefits: first of all, he gains a +1 bonus to attack rolls and a +2 bonus to damage rolls with that weapon; secondly, he gains an extra attack once per two rounds. A 1st-level fighter normally attacks once per round, but a 1st-level long sword specialist attacks three times per two rounds.
Missile Weapons
This category includes slings and thrown weapons. Generally, specialists gain an increased rate of fire with these weapons and a +1 bonus to attack rolls. If a character specializes in a weapon that can be used either for melee or as a missile weapon (spears, daggers, hand axes, etc.), he gains the melee benefit described above when using the weapon for hand-to-hand combat and the increased rate of fire for using the weapon for ranged attacks.
Refer to the table below for the exact number of attacks available to the specialist for the various types of missile weapons.
Bows
Characters who specialize in the bow gain a +1 bonus to hit at any range (normal range penalties still apply, of course), an increased rate of fire, and a new range category: point-blank. Point-blank is any shot of 30 feet or less. At point-blank range, the character gains a +2 to damage. In addition, bow specialists can automatically fire first as a very fast action if they have their target covered. This supercedes the specialization rules found in the Player's Handbook.
Crossbows
Specialists with crossbows gain a +1 bonus to hit at any range, an increased rate of fire, and a point-blank range category, just like archers. For crossbows, point-blank range extends out to 60 feet. Crossbow specialists have a +2 bonus to damage rolls against any target at point-blank range. In addition, they share the archer's quick-shot benefit when covering an enemy.
Firearms
Firearms specialists are often referred to as marksmen or sharpshooters. Specializing in a firearm provides a character with three benefits: first of all, he has a better rate of fire than a nonspecialist; second, he gains a +1 bonus to hit at any range; and last, there is a 50% chance that any misfire he rolls while attacking with the firearm is simply a miss instead.
Specialist Attacks per Round
Level of Specialist
Weapon 1–6 7–12 13+
Melee Weapons 3/2 2/1 5/2
Blowgun 2/1 5/2 3/1
Bolas 1/1 3/2 2/1
Bows 2/1 3/1 4/1
Hand Crossbow 1/1 3/2 2/1
Light Crossbow 1/1 3/2 2/1
Heavy Crossbow 1/2 1/1 3/2
Stonebow 1/1 3/2 2/1
Repeating Crossbow 2/1 5/2 3/1
Thrown Dagger/Knife 3/1 4/1 5/1
Thrown Dart 4/1 5/1 6/1
Firearms
Arquebus 1/3 1/2 1/1
Matchlocks 1/2 1/1 3/2
Snaplocks 1/1 3/2 2/1
Wheelock Belt Pistol 1/1 3/2 2/1
Wheelock Horse Pistol 1/2 1/1 3/2
Javelin 3/2 2/1 5/2
Sling 3/2 2/1 5/2
Staff Sling 1/1 3/2 2/1
Shuriken 3/1 4/1 5/1
Other Thrown Weapons 1/1 3/2 2/1
Weapon Mastery
There are swordsmen, and then there are swordsmen. A warrior who devotes his life to the study of martial combat and the characteristics of a single type of weapon can become a weapon master—a fighter whose precision, quickness, and skill are virtually unequaled anywhere.
Weapon masters are rare characters. Only single-classed fighters can ever achieve weapon mastery, and even then they do so with time, study, and sacrifice. To achieve mastery in a weapon, a character must first specialize in the use of that weapon. Then, at any time after he reaches 5th level, he can spend another proficiency slot to become a weapon master. He can continue to devote proficiency slots to the study of his chosen weapon, but can't progress faster than the rate at which he gains new weapon proficiency slots. So, a character who becomes a master at 5th level couldn't acquire his second slot of mastery until 6th level, his third until 9th level, and so on.
Generally, only weapons that require some skill to handle or that have a history of cultural identification are chosen by weapon masters. Swords of any kind are the most common weapons mastered, followed by bows and then axes or spears. Polearms, crossbows, and firearms are the subject of weapon mastery only in rare cases. The DM can decide that a weapon isn't appropriate for mastery at his discretion, but he should do so before a character chooses to specialize in it.
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 bows and crossbows, 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, +0 at medium, and –3 at long range, if the penalties are factored in.)
A marksman who chooses to master a firearm gains an additional +1 bonus to hit, cumulative with the effects of specialization for a total bonus of +2 to hit. As with bows and crossbows, this is still reduced by range penalties. In addition, the marksman ignores heavy armor at all ranges as if he were firing at a short-range target. See Firearms in Chapter Seven for more information.
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 one category; for example, a slow weapon in the hands of a high master is automatically considered to be of average speed. High masters also score critical hits on rolls of 16 or higher rather than 18 (if the optional critical hit system is used) that hit their opponent by a margin of 5 or more.
High masters who specialize in bows, crossbows, slings, or firearms gain a new range category: extreme range. For all weapons, extreme range is 1/3 farther than long range. For example, if a weapon has a normal maximum range of 18 squares, in the hands of a master it can shoot 24 (1/3x18=6, 18+6=24) squares. Extreme range shots have a –10 penalty to hit before adjustments are made for the effects of mastery.
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, so a 12th-level melee weapon grand master would attack 3 times per round with his weapon of choice.
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. A long sword thus inflicts 1d10/1d20 points of damage in the hands of a grand master, and its knockdown die is increased to a d10. If the weapon causes multiple dice of damage, all of them are increased. Thus, a two-handed sword in the hands of a grand master inflicts 3d8 points of damage on large targets. Needless to say, grand masters are extremely dangerous opponents.
Special DM Note
Weapon mastery is hard to come by, and even harder to perfect. It's not too rare for a character to become a master, but the quest to become a high master or grand master could take years. Unlike the previous levels of specialization, which can simply be selected as an advancement choice, high mastery and grand mastery should require a great deal of time and personal sacrifice on the part of the character. It's not unreasonable to require the candidate to locate someone who can teach her and spend several months of campaign time in training—possibly "sitting out" an adventure or two while she hones her skills.
While the higher levels of weapon mastery are a great goal for a character to set her eyes on, they can unbalance a game very quickly. Exercise tight control over the acquisition of weapon mastery in your campaign, and make certain that the players realize just how rare and special their weapon master characters really are.
Fighting Style Specialization Knowing how to use a particular fighting style is almost as important as being proficient with a weapon. The various fighting styles are introduced in Chapter Two; warriors automatically know every style, while the other character types are limited in their knowledge of fighting styles. If a nonwarrior wishes to learn a style he doesn't know, he can do so at the cost of a weapon proficiency.
In addition to simply knowing a style, warriors, priests, and rogues can specialize in that method of fighting by spending a weapon proficiency slot. The exact effects of style specialization vary from style to style. Note that warriors can specialize in a weapon, and then specialize in an appropriate style. In fact, warriors can specialize in as many styles as they like, as long as they have the proficiency slots (or character points) available. Priests and rogues can only specialize in one style.
Weapon and Shield Style
Normally, a character employing 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 forfeited for any round in which it is used this way.
However, characters who specialize in weapon and shield style can choose to make one of these secondary attacks every round without losing the AC benefit for carrying a shield. If the heroic fray rules from Chapter Two are in use, the character only gets one secondary attack, not two, but his primary weapon attacks are still doubled, of course.
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 the 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's 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 increases the speed of her weapon by one category (slow to average, average to fast) when she fights using a two-handed weapon. If you're not using the new initiative rules presented in Chapter One, the weapon's speed factor drops by 3.
There are a few weapons that can normally be employed one-handed or two-handed; these are noted in the weapons list of Chapter Seven. There are also a variety of weapons that are normally used one-handed but that can be used two-handed. This would allow a 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
This is a difficult style to master, since it requires exceptional coordination and skill. Normally, characters who fight with a weapon in each hand suffer a –2 penalty to attacks with their primary hand and a –4 penalty to attacks with the off-hand weapon. This can be partially or completely negated by the character's reaction adjustment for Dexterity (or Dex/Aim if you're also using Skills & Powers). Characters who specialize in this style reduce their penalty to 0 and –2, respectively. Ambidextrous characters who specialize in this style suffer no penalty with either attack.
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 that for Man-sized characters, the secondary weapon has to be size S. However, if a character spends a second proficiency slot on two-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. Rangers are considered to have the first slot of this style specialization for free as a character ability.
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.
Horse Archers
A proficient archer and rider who specializes in missile style gains a special benefit when mounted: any penalties he suffers for shooting while riding are reduced by 2. Normally, a character suffers a –2 penalty to missile attacks if his mount is moving at up to half its normal speed, and a –4 penalty if his mount is moving at full speed. Horse archers suffer no penalty for half-speed firing, and only a –2 penalty for firing at full speed.
Horse archers are rare in a typical Western European fantasy setting. Historically, most horse archers came from central Asia. At the DM's discretion, a character may not qualify for this special benefit unless he has a suitable origin or makes an effort to locate someone from that culture who can teach him.
Local Fighting Styles
Many specialized forms of combat evolved throughout the world in various locations. Some Roman gladiators were trained to fight with net and trident; Western Europe developed the joust; and martial arts evolved throughout southern and eastern Asia. If a character comes from an area where a unique form of combat has evolved, she may spend a weapon proficiency slot to specialize in that form of fighting.
Some examples of specialized fighting styles include: rapier and main-gauche, sabre, fighting sticks or nunchuks, katana and wakizashi, and so on. If a character spends a proficiency slot to specialize in one of these local styles, she can choose one of the following benefits:
• A –1 bonus to Armor Class;
• A +1 bonus to attack rolls;
• The ability to make a free block or trap maneuver without spending an attack to do so;
• The negation of penalties for fighting with two weapons;
• A free unarmed punch or kick.
For example, specialization in fighting with matched sticks or nunchuks may confer the negation of the normal –2/–4 attack penalty for fighting with two weapons. Rapier and main-gauche specialization may provide the character with an extra block or trap maneuver with his main-gauche. The DM is the final judge of what bonus a particular style provides and whether or not a character can specialize in it.
Also!
Reading/writing? Automatic? Yes? No? Are we all illiterate hicks?
Hotaru - You call all read/write, since that seems to be the PC consensus.
--
Regarding what Drac posted - any thoughts on that, players? It's mainly for the improved weapon mastery path, though I know it also includes a few other things.
Well...I'm into Expertise and Two Weapon style.
On those? Two Weapon style is the closest interest, and also the one I have just a bit of a beef with.
This is where my primarily 3rd ed upbringing starts showing, but...I kinda preffered the way that classified dual weapon stuf, as far as categories. To me, it makes little sense that longsword/shortsword should somehow be easier than shortsword/shortsword. Yes, I'm biased, oh well. >_>;
Expertise? Just...yeah, extra attacks are always good, especially when I rely on that for damage dealing. <_<
QuoteHowever, if a character spends a second proficiency slot on two-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. Rangers are considered to have the first slot of this style specialization for free as a character ability.
Dracos
I see. O_O
It remains a small peeve, twinking or no. >_>
Hm.
There seems to be some interest and no fireballs of doom about this part of Combat and Tactics. So let's try these mastery rules and see how they go - Hotaru and Dracos can be the ginuea pigs. <_<
Since it came up:
Weapon styles...are they essentially their own profficiencies? Or do they go on top of a weapon?
Since this broaches on some of the headaches of other segments of C and T, I'm going to rule that a style takes one weapon proficiency slot.
Cool beans.
Dracos
Here's one I forgot.
Critical hits/fails:
An attack that scores a natural 20 is considered a critical hit. This deals 2x damage to the dice roll and any bonus to strength, but not due to magical enchantment or weapon mastery.
Example - Hotaru(+2 damage bonus from strength, +1 sword, +3 grand mastery) hits a critical with a long sword. 1d8 rolls out to 4. 4+2 is 6. 6x2 is 12. 12+1+3 is 16 for 16 total damage.
A critical hit cannot occur if a twenty or higher is needed to hit the target after adjustments. This only scores a normal hit.
In the case of a 1 on an attack roll, it is considered a critical miss. The attack is a total failure at best, and can often disrupt any further actions that round, cause weapons to be fumbled or dropped, break weak weapons, and so on. Be wary of these.
Initiative- how are we handling it? As far as I know, there are two ways;
1) We reroll initiative every round, so everyone acts at a different point all the time. So on the first round, A goes, B goes, C goes, but next round, it could be C, A, B.
2) We roll initiative once we enter combat and fight on a cyclic level; A goes, B, goes, C goes, and next round, A goes, B goes, C goes, etc.
I prefer the former.
Realistically? Bigger melees may use the latter or merely use group initiative. A little less realistic, but it's a helluva lot more manageable. We'll see, I'll try them in game and see which works best with this group.
You get racial langauges free, so elves can speaking elvish *and* common.
I don't think there were any other rulings in that chat. Could be wrong!
Quote from: "Anastasia"I prefer the former.
Realistically? Bigger melees may use the latter or merely use group initiative. A little less realistic, but it's a helluva lot more manageable. We'll see, I'll try them in game and see which works best with this group.
I've got no problem with it either way, as long as you're handling the dice rolls there and just telling us "Rat's turn, May's turn" etc.
It tends to take a bit out of the fight 'visibly' rolling inits every round beforehand.
Dracos
Mmm. Do we all declare our action before seeing how anyone else acts? I have to bring this up; when I'm playing a cleric, I like to wait until the end of the round and then decide if anyone needs to be healed, or if I can attack/cast something else this turn. If I need to decide at the start of the round, that changes how I like to think.
We will, yes. Ironically, the demo forgot that.
This is mainly important in individual initiative rounds.
This came up in chat, so I'll repost it here:
You can save up WP/NWPs as you see fit. This is fine, as long as it's not lead to abuse - becoming a master in a craft or with a weapon overnight. Let's use common sense here.
Rules:
Animal riding - land based uses strength instead of Wisdom. Common sense fix.
For searches, 1d20 is rolled. GM assigns x value to finding each item in there. This is pretty much like 3rd edition, but I happen to like what they do here. If someone wants to take a ten, so to speak, they can with time. No taking 20s, however.
On searching - if we actually roleplay out the searching, can that circumvent a roll? Is there any way to increase our chances of finding stuff? I don't want to bog the game down, but as that mage tower showed- it can be highly lucrative, and I'd like the quality of the stuff we find to not be entirely dependant on rolling.
On a related note, remember secret doors. Or just give elves and half-elves a bonus to finding things. =p
Well, notably if search rolls are moved GM side, we can remove knowing whether its bad rolls or not and just role play it.
As an alternative.
*shrugs*
I don't mean 'roll, roll badly, and then search by hand'. I'll just search manually, honestly if it comes down to that, I'm not fussy, it's more a matter of how much time Dune wants to dedicate to it.
Either way, I'm cool.
21:00] <SirGavin> I know, that said >_> He shouldn't have needed to suggest that specialization bonuses on critical misses would be weird. *is thankful though*
[21:00] <SirGavin> He pasted it into my window a second before you said that
[21:00] * Dungeon_Kotono nods. It was a good thought.
[21:00] <SirGavin> and that was my exact response.
[21:00] * Dungeon_Kotono nods.
[21:00] <Dungeon_Kotono> Hey, I'm glad he brought it up. It makes sense and I didn't think about it in the heat of the moment.
[21:00] <SirGavin> *nods*
[21:01] <Dungeon_Kotono> Post this snippet about this ruling in the house rules thread so I don't forget, and I get a reminder to post in it?
[21:01] <SirGavin> I'll post it
[21:02] * Dungeon_Kotono nods
[21:02] <Dungeon_Kotono> By all means, make those suggestions. I may not agree, but hey, imput is good.
[21:03] <SirGavin> I wouldn't have even thought of it yet as really specialization doesn't come much into play yet for me.
[21:03] * Dungeon_Kotono nods.
[21:03] <SirGavin> It's a +1. removing it in the case of a crit fail (which I don't think I've had yet) isn't a real issue.
Since dune asked it posted.
Overall Gavin suggestion:
Skill based bonuses should never count for critical misses. If anything, there really should be a point where with your preferred weapon, you can roll to recover from a crit miss (Aka: A grand master should not have the same likelihood of seeing his sword fly out of his hand as a raw novice). Basically, I'd like something implemented where we see trained/expert weaponsusers rarely drop their weapons and possibly it being more common for folks unproficient/untrained. Just as a thought.
The Tank Rule
Stay behind the fucking tank.
Petitioned for formal addendum to house rules =P
Dracos
Taking a leaf from 3e, and this was discussed in the chatroom earlier.
Party consensus seems to be 'converting cleric spells into healing is good'. The mechanic would work like this.
You have a prepared cleric spell, but you can spontaneously convert it into a cure spell of the equivalent level. i.e., I have Bless prepared, so it turns into a Cure Light Wounds spell if I decide I need to play doctor. It functions just like the cure spell, and Bless is wiped from memory once it's done.
I'd also like to petition 'Cure Moderate Wounds' being on the general spelllist; it's not a huge step up from Cure Light and fits 2nd level spells fine. It also gives me a stepping stone up to Cure Serious Wounds; I think that it's really too far apart from Cure Light, personally.
As an ethos thing, I think it'd be cool if Saul had to pay a toll to Waukeen every time he did this. The actual cost could vary depending on spell level- perhaps 5gp per spell level as an added material component?
It fits my ethos well, and as the only cleric/mage around, I really need all the flexibility I can get- since I can only cast one spell a round and have only so many chances to do so a combat, my biggest limiting factor is the ones I have memorized. While the mage side is still limited, this opens up the cleric side a little more, and gives me a more interesting role during combat.
Thoughts?
As for the former, see the Musings thread. We'll deal with that therein.
As for the latter? Could you post the exact stats for Cure Moderate Wounds, Saul?
Cure Moderate Wounds
(Necromancy)
Reversible
Sphere: Healing
Range: Touch Components: V, S
Duration: Instantaneous Casting Time: 5
Area of Effect: Creature touched Saving Throw: None
Subtlety: +3 Knockdown: d8
Sensory: Moderate visual Critical: Medium (1 hit)
wounding when reversed
Somewhat less common than the well known cure light wounds and cure serious wounds, this healing spell was created by a priest who found that his heroic companions required his skill at doctoring more than his advice and wisdom. By laying his hand on the subject's body, the priest can heal 1d10+1 points of damage. Noncorporeal, nonliving, or extraplanar creatures cannot be healed by this spell. The reverse of this spell, cause moderate wounds, requires the priest to successfully touch the victim and inflicts 1d10+1 points of damage. (The knockdown and critical strike entries above are for spell's reverse.)
2nd level priest spell
Cure Moderate Wounds
(Necromancy)
Reversible
Sphere: Healing
Range: Touch
Components: V, S, M(Holy symbol, Ana edit)
Duration: Instantaneous
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
Somewhat less common than the well known cure light wounds and cure serious wounds, this healing spell was created by a priest who found that his heroic companions required his skill at doctoring more than his advice and wisdom. By laying his hand on the subject's body, the priest can heal 1d10+1 points of damage. Noncorporeal, nonliving, or extraplanar creatures cannot be healed by this spell. The reverse of this spell, cause moderate wounds, requires the priest to successfully touch the victim and inflicts 1d10+1 points of damage.
---
Slightly altered and edited to remove rules we don't use. Also added a simplistic M component. But yeah, that's fine.
Quote from: "Dracos"The Tank Rule
Stay behind the fucking tank.
Petitioned for formal addendum to house rules =P
Dracos
<_<
As a serious note to this, we need to work something out with you and blocking/defending other PCs and NPCs.
Alright. In light of this, I present to you... a cleric kit!
Waukeenar Elvadth ('Caretaker', in Elven)
Men swear themselves to Waukeen for a variety of reasons. Her ethos is such that one deals with the goddess herself for her magic- many go on to have nothing to do with her church, persuing their own agendas and using her magic as they see fit- as long as they uphold the honor of all bargains and spread just trade (well, mostly just trade) throughout the world. Thus, there are many variations to her worship- each cleric has his own personal bargain, with particular boons and banes attributed to them as such.
Only these clerics know what fate awaits them when they go to her side... and none have ever shared this secret, not even to another of their chuch.
After much contemplating, Saul has decided that while he truly belives in the ethos of Waukeen, the primary use he has for her gifts is the healing boons he can bestow upon his friends (and others, when feeling magnanimous). After much prayer and contemplation, he has discovered a means in which he can more efficiently put his companions back together when they get broken. By trading a portion of his wealth directly to Waukeen, he can convert any spell he has prepared into the equivalent cure or inflict spell that that level represents. He must have his holy symbol to complete the transaction, even if the spell doesn't require it.
Kit Stats: As cleric, but with the following changes.
Special Abilities: Transaction. The Elvadth does not need to prepare his healing spells in advance; every clerical spell he memorizes has the potential to heal or harm.
By sacrificing 5gp per spell level to Waukeen, the Elvadth can convert any presently memorized cleric spell into a cure (or heal) or inflict (or harm) spell of that level or a lower one. As long as the character has genuine ownership of the money involved (i.e. in his possession, or being held by a person or institution who would willingly cede it as owned by the caster), it simply vanishes from it's location, presumably enrichening Waukeen's domain further.
The spell functions like it had been cast; it is wiped from memory on completion, and if the caster is distracted, it does not remain. (The gold, however, is not spent.)
Special Disadvantages: Because he is sworn to the goddess of trade, the cleric can never renege on a sworn bargain, oath, or deal. He can play with words and mislead his mark by never truly swearing, but once he's given his absolute word, he cannot break it.
If it is broken, it counts as a major ethos violation- but because of the special powers Waukeen has granted him, it may have more dire consequences than simply needing to find an atonement spell!
[09:46] <Dracos> Ana: We do? *thought we had something with me blocking/defending other PC/NPCs. I just rush over and enemies get bonuses to stab me*
my initial thought:
Really what stands now is that enemies are really willing to just ignore the knight right in front of them for the enemy in the distance, even the hardass warriors and such. I think reducing that would count for a bit and fit well into the mythos the knights are supposed to have. I should be inherently someone being gunned for by evil characters, thieves definitely count. The situation with Seryf obviously was something that couldn't be helped (And gavin would assume she's got her defense handled). Certainly the 'dive in front' of folk stuff will still happen. On that?
I see a couple of cases when it'd come into play. the before attack case, the before attack case when haven't moved, and the after attack case. I theoretically should get a poke before the attacks are rolled and in most cases, I'd think that it'd be a flat roll type deal for the enemy. Sure, I'm not in great position rushing on the way, but equally so, he's got a big shield where he was not expecting it and a good ways in front of where he was going to be attacking. I think that's how that case probably should be handled. I'd suggest an extra if I haven't moved yet, that I could get an advantage off that. A shield bash type deal or whatnot where I don't get in front, but instead smash right into the side. This could be represented as just a -2 or something to the attack rolls on that.
On the after attack role, I'm getting in the way of an attack that was going to hit basically. A general +1 or +2 penalty should cover the added likelihood that I won't get a guard up that'll stop it.
*Shrugs*
Dracos
I think we need to watch out for what's practical here, too. It's all good to have Gavin bravely getting hit, so I don't have to, but given the speed at which combat moves, is he always going to have time to get in somebody's way? Wouldn't he have to win initiative, then *wait* until he sees someone else attack, and rush in and stop?
He's got his movement action, true, but that's just incidental moving, not moving to reactively intercept. I think it's not an action you can just do off the top. But, then, I haven't paid attention to how it's been done so far.
Re: Saul's thing
[09:49] * Ana-away will read and comment in a minute, Saul.
[09:49] <Saul> Open to debate on the pricing and range of spells. If I could pull it off, I'd ask to be allowed to convert any spell.
[09:50] <Saul> But then I'd expect the gold cost to be comparitively higher, and I wouldn't really want that.
[09:56] <Dracos> 5 gp? eh. mmm. That sounds keen in a void, but is that really keen in context of how much we tend to pull in each campaign?
[09:57] <Iddy> Checky my posty.
[09:57] <Dracos> Maybe it's changing, but a variety of cure moderates being pulled in could quickly rack up 40 gp
[09:57] * Ana-away nods in a vague sort of way, takes a BRB. I'll get posting on my return.
[09:57] <Dracos> which is often a significant share if not all of an adventures earnings.
[09:58] <Saul> It's supposed to be significant.
[09:58] <Dracos> I think the gold cost should probably be decided by dune with an eye on how much he intends us to earn and the consideration of what value it has to the game; aka: Letting saul be more versatile and have more fun options when playing while still providing the sole source of healing we have.
[09:58] <Saul> Better poor than dead, anyway.
[09:59] <Saul> I wouldn't be adverse to having more flexibility with trading in spells and that. That'd really fit my ethos.. it's just that the gold cost, reasonably, would need to go up.
[09:59] <Dracos> yes, it would.
[09:59] <Dracos> I question the need of fit being symbolically gold rather than silver.
[09:59] <Dracos> (which while still expensive, isn't like "here, you convert a few spells for the entire cost of a town!")
* Retrieving #moonkingdom modes...
[10:00] <Saul> I was honestly wondering if the price was enough. I think it should be significant enough to make me think twice before preparing spells at random.
[10:00] <Dracos> And whether the cost level is in scope with the RP.
[10:00] <Saul> It could be a freaking percentage of my wealth, but that gets fiddly.
[10:01] <Dracos> That's the thing though. We've not been able to afford potions and again tying our only source of healing strongly into the very funds we have a hard time obtaining at all is a bit 'eh'.
[10:01] <Iddy> Drac, for your guarding thing.. How about make it a called ability? As in, you have designate one person, and you have to be within a certian distance of that person.
[10:02] <Dracos> It's one thing to say 'yeah, this is great mythology' and all.
[10:02] <Iddy> have to*
[10:02] <Dracos> It's another when the cost of healing is suddenly our entire earnings for an adventure because we have no other options or it's just left precisely how it is now.
[10:02] <Saul> Once again, realise that I can prepare healing spells normally, too. I wouldn't be pulling this out every combat, even.
[10:03] <Iddy> Yeah, Rat's spell switching should be a 'OMFG, we're gonna die, save my ass' thing.
[10:03] <Saul> Again, I seriously have no issues with this limitation. I don't think 5gp a spell level is hugely significant when I might spend, say, 20-30 gp an adventure at *most*.
Anyhow, tossed up for dune. I still think silver would be a lot more sensible in general. It's symbolic. And I think strongly the first thing I said in that line. The price should be determined more by Dune with an eye on how he intends to grow or not grow the amount of gold we get to harvest each adventure. I'm speaking largely from the perspective of seeing it almost as a flatline thing so far with many of our rewards being not in readily disposable gold for such purposes.
How is silver more sensible and symbolic than gold, aside from 'it costs less'?
As far as this sort of changing the price thing goes? Well, it's fine to change my pricing, but I'm looking for consistency, not, "Oh, you've got a 4k bank account, hmm, cure light costs 100gp, now."
Mmmm.
The money=heal spell issue? I want there to be a price, but I don't want it to be extragant, either. That said, this has been a low wealth campaign so far, so I'm inclined to set it lower, with the caveat that I may raise it once or twice if this drastically changes. I'm not planning to, mind, but I'd like to cover my bases here.
As for a figure? How's 2 GP per spell level sound, in a meet in the middle sort of way?
---
Mmm. As for Gavin's movement and blocking? I don't mind him trying to stop someone he's engaged with or in close contact. Mmm. How about this - if Gavin wants to specifically protect a person, he can. He declares this at the start of the round and he has to stay close enough to them to protect them. (This varies wildly depending on the circumstances.)
If this is not called, it's a case by case basis call by the GM. Generally the foes get a small bonus to hit as Gavin's moving out of position - ranging from +1 to +3, generally.
This is admittedly a simplification, but I'm hoping you'll make comments and suggestions back on this matter.
---
QuoteReally what stands now is that enemies are really willing to just ignore the knight right in front of them for the enemy in the distance, even the hardass warriors and such. I think reducing that would count for a bit and fit well into the mythos the knights are supposed to have. I should be inherently someone being gunned for by evil characters, thieves definitely count. The situation with Seryf obviously was something that couldn't be helped (And gavin would assume she's got her defense handled). Certainly the 'dive in front' of folk stuff will still happen. On that?
Mmm.
To take the example of the thieves therein, they were CE, alright. But on the other hand, the line of thought they had was distinct - I can take out the lighty armored elf quickly, then focus on the harder to damage metalheads. This is reinforced by the fact that Seryf is an offensive dynamo and does a good job of getting hits in on them.
That said, I reckon you have a point. It's kind of a reverse of what you're implying - they're going after Seryf or Darius or Elaine sometimes since you're a heavily armored, culturally reinforced knight. They generally look like somewhat easier marks and are more likely to score serious hits against them.
Quote from: "Carthrat"How is silver more sensible and symbolic than gold, aside from 'it costs less'?
As far as this sort of changing the price thing goes? Well, it's fine to change my pricing, but I'm looking for consistency, not, "Oh, you've got a 4k bank account, hmm, cure light costs 100gp, now."
When I said 'symbolic', I meant: It's a symbolic trade, meaning what's more relevant is the symbolism of paying for it rather than the price.
*Reads anas*
2gp a spell level? M'kay.
Drac, if it was just symbolic, it wouldn't cost anything meaningful. 2gp sounds ok, I guess.
Quote
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 one category; for example, a slow weapon in the hands of a high master is automatically considered to be of average speed. High masters also score critical hits on rolls of 16 or higher rather than 18 (if the optional critical hit system is used) that hit their opponent by a margin of 5 or more.
High masters who specialize in bows, crossbows, slings, or firearms gain a new range category: extreme range. For all weapons, extreme range is 1/3 farther than long range. For example, if a weapon has a normal maximum range of 18 squares, in the hands of a master it can shoot 24 (1/3x18=6, 18+6=24) squares. Extreme range shots have a –10 penalty to hit before adjustments are made for the effects of mastery.
It's been mentioned this needs rewriting. Given, I don't know about the others, but I'm not planning on taking it till level 12, I'm procrastinating on other things at the moment though so, suggested rewrite, melee focused:
Quote
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 decrease the speed delay on their weapon by 2; for example, a weapon with an attack speed of 10 now has an attack speed of 8. High masters also score critical hits on rolls of 19 or 20.
The sixth level thing remains comedic. I translated the crit hit expansion into what we're using and similarly the speed modifications into the same. Really, a weapon speed category translation is 3 not 2, but I figured that's probably more balanced even if it won't move the slowest weapons entirely out into the next category.
Dracos