Most d20-based D&D-related systems give out proficiencies in blocks based on classes or groups of weapons. Some use feats and even races to augments this. While effective, this sometimes pidgeonholes characters into using the same sort of weapons over and over again. It also limits the number of weapons available, because any clearly better weapon will overshadow lesser alternatives. To add some useful detail to this part of these systems, I am proposing an alternative system using proficiency points. As with all ideas, it probably has been considered by other folks before (though I have found no discussion on the internet of it). Still I throw this idea out as one whose time has come.
Proficiency points are granted to allow character to gain proficiency in specific weapons. Common, less dangerous weapons require few proficiency points to learn to use. Complex, exotic, dangerous weapons require more proficiency points to learn to use. This can be expanded to include siege weapons and even magical weapons.
This does a couple of things. In Pathfinder, the magus class, for example almost always ends up using a scimitar because it is the best mechanically for that class. However, with the addition of proficiency points, a character may need to save up points to even gain proficiency in the best weapons, now making other weapons a better choice at lower levels. By building magic item proficiency off of non-magical weapon proficiency, it might make more sense to expand a less optimal weapon choice into magical weapons rather than saving up for the better weapon, resulting in a greater diversity in weapon use. Proficiency points can reduce the cloned character problem in terms of weapons used.
Allocation of proficiency points should probably be class based, but will depend on the system used. For example, fighter classes might gain a lot of proficiency points so they can use lots of different kinds of weapons. Arcane classes might gain only a few proficiency points at lower levels for things like daggers and quarterstaffs. Some classes might gain only the proficiency points used to cover their primary weapons and an occasional backup weapon. Because choices are made dynamically through the game, they can even be made based on what weapons the GM has made available.
Because of the new tradeoff in choosing weapons, there is now a new reason to add new weapons. Also, old exotic weapons that were rarely used can now come into play more often without weird proficiency feats or built-in class limitations. Proficiency points breathe new life into old items.
I am throwing this idea out there in a very raw form, in hopes that some GMs might pick up this idea and give it a try in their system. If you do try to use it, please drop a line back and let me know how it goes. I will be adding provisions for it in my cyberpunk game to see how it works, and report back in a future post.
Proficiency points are granted to allow character to gain proficiency in specific weapons. Common, less dangerous weapons require few proficiency points to learn to use. Complex, exotic, dangerous weapons require more proficiency points to learn to use. This can be expanded to include siege weapons and even magical weapons.
This does a couple of things. In Pathfinder, the magus class, for example almost always ends up using a scimitar because it is the best mechanically for that class. However, with the addition of proficiency points, a character may need to save up points to even gain proficiency in the best weapons, now making other weapons a better choice at lower levels. By building magic item proficiency off of non-magical weapon proficiency, it might make more sense to expand a less optimal weapon choice into magical weapons rather than saving up for the better weapon, resulting in a greater diversity in weapon use. Proficiency points can reduce the cloned character problem in terms of weapons used.
Allocation of proficiency points should probably be class based, but will depend on the system used. For example, fighter classes might gain a lot of proficiency points so they can use lots of different kinds of weapons. Arcane classes might gain only a few proficiency points at lower levels for things like daggers and quarterstaffs. Some classes might gain only the proficiency points used to cover their primary weapons and an occasional backup weapon. Because choices are made dynamically through the game, they can even be made based on what weapons the GM has made available.
Because of the new tradeoff in choosing weapons, there is now a new reason to add new weapons. Also, old exotic weapons that were rarely used can now come into play more often without weird proficiency feats or built-in class limitations. Proficiency points breathe new life into old items.
I am throwing this idea out there in a very raw form, in hopes that some GMs might pick up this idea and give it a try in their system. If you do try to use it, please drop a line back and let me know how it goes. I will be adding provisions for it in my cyberpunk game to see how it works, and report back in a future post.
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