|
Post by Admin on Mar 21, 2016 10:11:33 GMT
#2.9 D&D OPTION: WEAPON DAMAGEby Jon Pickens August 1976 Simply, this is an early article about Weapon Specialization. How do you handle WS in your AD&D games? Prespos PS. Here is an AD&D article about WS: "Specialization and Game Balance" Lenard Lakofka 104(28) D&D1 Thanks again to Aeolia / Dragondex -- The Best Dragon Index on the internet! PS2. And, this concludes Issue #2 of Dragon (technically, at the time it was THE Dragon, under the editorial auspices of the most awesome Tim Kask!), in this ongoing retrospective series that looks at each article, one by one, as long as it in some way relates to AD&D. Stay tuned for issue #3!...
|
|
|
Post by ratbreath on Mar 25, 2016 15:13:49 GMT
From my Player's Guide:
Weapon specialization: initially requires 3 slots instead of 2 (including bows and crossbows), and initially confers only a benefit of +0/+1 for melee or thrown weapons and +1/+1 for bow and crossbows. An extra slot must be spent to gain the full +1/+2 for melee or thrown or +2/+2 for bows and crossbows. There is no ‘point blank’ range, double damage, or any of that for missile weapons. You cannot specialize in more than one weapon. Number of attacks per round for all of the above follows the rules in the UA.
A ranger must start with a bow or light crossbow (necessary for being able to operate independently and live off the land as well as fitting with the hit-and-run tactics favored by rangers), so being specialized is not possible until 4th level unless it is with a bow or light crossbow. Weapons learned by the ranger after the bow must all still be as listed on p22UA.
Specialization does not have to be chosen at 1st level. Double specialization is not available until 7th level. It requires 1 more slot and brings the bonuses to +3/+3. A character may only double specialize in melee weapons, but they can be any type of melee weapon (including pole-arms and two-handed swords).
Multi-classed characters may not specialize. Specialization is open to fighters, rangers, fighter-paladins, and slayers.
I allow the use of weapon slots to either increase the effectiveness of shields or give greater skill with two-weapon fighting. I do all that I can as a DM to ensure that different weapons are ideal for different situations. All of this is designed to maximize meaningful choices on the part of the player.
|
|
|
Post by Admin on Mar 25, 2016 15:51:17 GMT
I really like the idea of allowing proficiency slots to be spent on shields. I think Dragon #127 has an article that includes this option.
|
|