Which Weapon Proficiency System Characteristics Do You Prefer?

Which Weapon Proficiency System Characteristics Do You Prefer to Play With?

  • Characters choose proficiencies with individual weapons.

    Votes: 1 3.2%
  • Characters choose proficiencies with groups of weapons.

    Votes: 23 74.2%
  • Characters receive proficiencies based primarily on character class.

    Votes: 14 45.2%
  • Characters suffer universal non-proficiency penalty.

    Votes: 18 58.1%
  • Characters suffer non-proficiency penalty based on character class.

    Votes: 1 3.2%
  • Characters only choose proficiencies at 1st level (feats can expand this list).

    Votes: 8 25.8%
  • Characters choose proficiencies at 1st level and at standard increments (like ability boosts).

    Votes: 1 3.2%
  • Characters choose proficiencies at 1st level and at set levels based on character class.

    Votes: 4 12.9%

airwalkrr

Adventurer
I am conflicted about something. I like the weapon proficiency systems in all three editions of the game, including some variants, for various reasons, but none of them stand out. For those unfamiliar with the systems, here is the basic idea of each.

1e AD&D and 2e AD&D
Each character class chooses a small number of weapon proficiencies at 1st level and gains an additional proficiency at set increments of levels. Martial classes like fighter and paladin gain more at 1st level and gain additional proficiencies more often than less martial classes like thieves and spellcasters like clerics or magic-users (the 1e version of the wizard). Additionally, each class receives a different penalty when using weapon with which the character is not proficient with martial classes having a lesser penalty.

3e D&D
Each character class has the same weapon proficiencies as every other member of that character class. The weapon proficiency lists are fairly extensive, often including all weapons of a particular class (such as martial weapons). These lists are often specialized only by characters wishing to take weapon proficiency feats (a rare occurence except in the case of exotic weapons). Weapon nonproficiency penalties are universal (-4).

Weapon Groups
I forget where this system originated, but I know it was around before 3e. An example appears in the 3e Unearthed Arcana. Much like AD&D core rules, each class chooses proficiency with a certain number of weapons, however the choice is limited to classes of weapons like small swords or spears, rather than individual weapons. For example, a fighter might be proficient in large swords, axes, and spears. In some variants, characters gain new weapon proficiencies at various levels often based on the nature of the class. Weapon nonproficiency penalties may be universal or may be based on class.

So which characteristics do you prefer to play with? Feel free to discuss your choice in addition to voting in the poll since I am interested in reasons as well as pure opinions. For clarification on the poll, I expect for you to vote for at least one option from choices 1-3, at least one option from choices 4-5, and at least one option from choices 6-8 (i.e. vote for a minimum of three characteristics). Feel free to select more than three characteristics however if you enjoy playing with more than just one or have no strong preference for what you consider to be otherwise good choices.

Myself, I like the idea of personalized lists, but I enjoy the simplicity of 3e blanket proficiencies giving players little to worry about. I feel perhaps weapon groups is the best compromise, but then how to deal with it? I am not familiar with Basic and Expert editions although my understanding is that they were somewhat simpler than 1e AD&D.
 

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airwalkrr said:
I am conflicted about something. I like the weapon proficiency systems in all three editions of the game, including some variants, for various reasons, but none of them stand out.

I think it's quite the same for me, they probably are all good enough.

For realism reason, I slightly prefer the individual-weapon prof rather than by groups, but we used the UA variant (mostly to benefit weapon specialists who were afraid of making an unlucky choice) and it worked just as well.

Eventually the individual-weapon prof in 3ed irks some people because one feat per extra weapon is usually a big cost (compared to what else you could do with that feat!), so changing from a feat-based prof to a separate thing (extra prof every X levels) could be also a nice idea. In that case, however, I definitely think it should better be based on class, with different rates.

Finally the penalty should better be universal. Maybe there would a very tiny added realism if warrior-types would have lesser penalties, but I think these would very rarely happen in the game.
 

I really like the weapons groups. They allow great flexibility at a much less significant cost. And, I've never seen it break a game.

Plus, it allows for more than elven spellcasters to carry around longswords (if they want to spend their proficiency on a weapon they'll likely regret getting into melee with, anyway, of course!).

I think having new proficiencies every so many levels would be kinda cool, too ... especially with weapon groups. It would give classes who don't start with a +1 to BAB the opportunity to play around with exotic weapons. And that rarely ever happens in a game!
 

I prefer simple weapons to be one weapon group category, martial weapons be divided into several weapon groups, exotic weapon remains individual for the purpose of weapon proficiency.

That way, we don't have to consider where future weapons like firearms should belong to.
 

Ranger REG said:
I prefer simple weapons to be one weapon group category, martial weapons be divided into several weapon groups, exotic weapon remains individual for the purpose of weapon proficiency.

That way, we don't have to consider where future weapons like firearms should belong to.

I kind of like this idea.
 

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