judas 147 |
i mean, one feat for use one weapon, shield, armor or alike is nonsense at all, or even why dont drop that feat and make it a buyeable by coin knowledge?
I (a fighter), want to learn how to use the weapon i recently found in a treasure (katana), and i came at the town and ask for the weapon and so, then i pay to the weapon trainer an ammount of gold for learn how to use it?
the same for armors and shields?
one feat to rule them all... errr
So my question is:
Why if you drop the use rope skill mantain this feats so useless (weapon proficiency, exotic weapon proficiency(Light/Medium/Heavy) armor/shield proficiencies feats)?
why dont just make it a proficiency skill or even a price to pay for requirement?
Zahir ibn Mahmoud ibn Jothan RPG Superstar 2014 Top 16 |
Gaekub |
Short answer: That's not how the game is set up.
Long answer: Skills are (generally) for non-combat uses. Weapon proficiencies are very much a combat thing. Also, a price of one skill point makes the whole idea of exotic weapons a joke, even for the skill-starved fighter.
As for money, you can't buy knowledge for money. You just can't. Experience gets you skill, money gets you stuff. And any price you set would be either prohibitive at low levels, a joke at high levels, or both.
Komoda |
gnomersy and blackbloodtroll, don't be a jerk.
The problem is that your logic can be applied to each and every skill/spell/ability.
Why take the wizard class? Why not just pay coin to learn how to cast spells and read magic?
The game is a system of resources and things to spend those resources on. For weapons it requires classes and feats. This is true across the board. If you want more efficeint weapons than you have to spend the feats or pick the right class.
Trogdar |
Other systems use skills to represent understanding with certain weapons or weapon groups, but to be honest, the mechanics involved diverge so profoundly from Pathfinder, that I would struggle to patch anything remotely like it in. Skills would need to have a far more profound impact on every aspect of the game, and the cost of skills would have to have a cost modifier in line with the current point buy.
Incidentally, this makes for some very interesting formative characters, but they tend to become more and more specialized to an extent that is fairly extreme.
Try looking up Shadowrun. Its a fun, but completely different feeling game.
Odraude |
1 person marked this as a favorite. |
Why don't the proficiencies comes at the cost of skill points?
I mean, one feat for use with only one weapon, shield, armor is nonsense. Why can't we drop that feat and make it purchasable by coin knowledge?
For example, I (a fighter) want to learn how to use the weapon I recently found in a treasure (katana). So I come to the town and asked for a weapon trainer to pay an amount of gold to learn how to use it. Same thing for armors and shields.
So my question is:
Why, if Paizo was willing to drop the Use Rope skill, do we maintain these feats that put a burden of useless feat taxes on a player (weapon proficiency, exotic weapon proficiency(Light/Medium/Heavy) armor/shield proficiencies feats)? Why don't we just make it a proficiency skill, or even a price to pay for requirement?
Reposted to be easier to read and understand.
BuzzardB |
Quote:Reposted to be easier to read and understand.Why don't the proficiencies comes at the cost of skill points?
I mean, one feat for use with only one weapon, shield, armor is nonsense. Why can't we drop that feat and make it purchasable by coin knowledge?
For example, I (a fighter) want to learn how to use the weapon I recently found in a treasure (katana). So I come to the town and asked for a weapon trainer to pay an amount of gold to learn how to use it. Same thing for armors and shields.
So my question is:
Why, if Paizo was willing to drop the Use Rope skill, do we maintain these feats that put a burden of useless feat taxes (weapon proficiency, exotic weapon proficiency(Light/Medium/Heavy) armor/shield proficiencies feats)? Why don't we just make it a proficiency skill, or even a price to pay for requirement?
Excellent roll on your Linguistics check Odraude.
As for the OP, I don't hate that idea one bit. And honestly if someone spent the time and money in game to do so and didn't slog the game down I would probably let him buy a free single weapon proficiency feat.
gnomersy |
@ Komo I wish that was me being a jerk but the OP seriously hurt my brain.
@ Odraude - Thank you for writing that out so clearly I think we all appreciate it.
@OP - The reason that they don't allow you to get weapon proficiency for skill points is because they don't want it to be easy.
If exotic weapons didn't have a significant cost to attain then everyone would use them and if everyone used them then they couldn't be better than martial weapons or simple weapons.
And if they aren't better then what was the point of them existing in the first place if they were just reskins of normal weapons?
I certainly do believe that rolling all of the martial weapons into one feat to buy would make sense and maybe doing the same with armor proficiency although that might step a bit on the toes of fighters(but even then most classes which don't have the proficiency don't want to wear heavy armor for other reasons like keeping access to class abilities ... so eh?)
Umbral Reaver |
Slotted Magic items! (i.e. cloak of elvenkind)
+5 competence bonus to a skill: 2,500 gp
+10 competence bonus to a skill: 10,000 gp
+15 competence bonus to a skill: 22,500 gp
For slotless, double the price.
Ioun Stone of Everyskill
This miraculous ioun stone grants a +10 competence bonus to every skill.
Price: 890,000 gp!
BillyGoat |
I understand where the OP's coming from with this, a feat for a single weapon is an awful steep hill to climb. As a result, I have never seen exotic weapons get used at my table. The exception to this, of course, being those exotics that become martial as racial abilities.
I also agree that skill points / gold both make it too accessible and turn the system on its head. Namely, you have the wizard, rogue, and bard all featuring far greater knowledge of weaponry than fighters.
That being said, the band-aid solution I've found working at my table has been to apply proficiency feats (and related weapon focus, weapon expertise, etc) feats to a group of martial (or exotic) weapons at once.
For example, exotic weapon proficiency (swords) gets you katana, wakazashi, and the rest of the exotic swords. Obviously it's not the greatest fix, or sufficiently representative of reality for more simulation-oriented players. But, it gets more people willing to take feats and use weapons that were otherwise under-utilized and treated as "taxes" more often than not for my table.
(The obvious flaw in this system is Weapon Focus (Natural Weapons), for that reason, natural weapons still have to be bought one at a time with feats.)
rainzax |
ok.
i'm going to take a stab at it.
but i agree with posters that "$ for proficiency" is the wrong route.
the question is how to do this with skills in a way that favors martial characters and without rendering the proficiency feats themselves obsolete.
New Skill:
...
Weapon Proficiency (Int; Trained only)
A character with this skill can learn to use new kinds of weapons by studying them and applying prior knowledge of other weapon proficiencies he has.
The first time a character encounters a weapon with which he is unfamiliar, he may attempt to learn the weapon by practicing with it for 1 hour, hereafter reducing or negating the non-proficiency penalty he would otherwise suffer in attempting to use it. If he succeeds on a DC 20 check, his non-proficiency penalty with the weapon is reduced by -1, and again by -1 for every 10 by which he succeeds on the check, eliminating the non-proficiency penalty altogether with a check of 50 or higher. He may attempt this once per character level per weapon type, but he may not take 10 or take 20 when doing so. Any successes on these rolls are cumulative.
A character who is proficient with all simple weapons gains a +2 competence bonus to this roll. A character who is proficient with all martial weapons gains a +5 competence bonus to this roll. A character who first observes a proficient user utilize the weapon in a fight gains a +2 insight bonus to this roll (even if the weapon was used against him!).
Although this use of the skill reduces the non-proficiency penalty, it does not grant full proficiency with the weapon (such as for the purposes of qualifying for feats like Weapon Focus). A character who wants to become truly proficient with the weapon must acquire the appropriate feat (see Feats) or else must take a level in a class that grants proficiency with the weapon normally.
Finally, every time a character puts a rank in this skill, he may automatically negate the non-proficiency penalty with a single simple weapon. He needn't make a skill check to do this. If he is already proficient with all simple weapons, he may instead choose a single martial weapon. If he is already proficient with all martial weapons, he may instead choose a single exotic weapon.
...
(this could also be named "Use Martial Device" lol...)
judas 147 |
ok.
i'm going to take a stab at it.
but i agree with posters that "$ for proficiency" is the wrong route.
the question is how to do this with skills in a way that favors martial characters and without rendering the proficiency feats themselves obsolete.New Skill:
...
Weapon Proficiency (Int; Trained only)
A character with this skill can learn to use new kinds of weapons by studying them and applying prior knowledge of other weapon proficiencies he has.
The first time a character encounters a weapon with which he is unfamiliar, he may attempt to learn the weapon by practicing with it for 1 hour, hereafter reducing or negating the non-proficiency penalty he would otherwise suffer in attempting to use it. If he succeeds on a DC 20 check, his non-proficiency penalty with the weapon is reduced by -1, and again by -1 for every 10 by which he succeeds on the check, eliminating the non-proficiency penalty altogether with a check of 50 or higher. He may attempt this once per character level per weapon type, but he may not take 10 or take 20 when doing so. Any successes on these rolls are cumulative.
A character who is proficient with all simple weapons gains a +2 competence bonus to this roll. A character who is proficient with all martial weapons gains a +5 competence bonus to this roll. A character who first observes a proficient user utilize the weapon in a fight gains a +2 insight bonus to this roll (even if the weapon was used against him!).
Although this use of the skill reduces the non-proficiency penalty, it does not grant full proficiency with the weapon (such as for the purposes of qualifying for feats like Weapon Focus). A character who wants to become truly proficient with the weapon must acquire the appropriate feat (see Feats) or else must take a level in a class that grants proficiency with the weapon normally.
Finally, every time a character puts a rank in this skill, he may automatically negate the non-proficiency penalty with a single simple weapon. He needn't make a...
i was thinking something like linguistik skill, a Rank per prof, and with a new weapon/armor/shield, a DC to use it without penalties until you pay the rank in prof skill after that, added to your proficiencies list.
with this we can made a trait for fighter favored class:
Weapon trained: add 1/4 rank to proficiency skill
Kolokotroni |
This would trivialize weapon profficiency. It would also mean that classes like I dont know the ROGUE would be better with weapons then a fighter, since rogues have skills to spare. Heck a WIZARD could end up with a ton of weapon profficiencies given the high int. The point is essentially that martial weapons are mechanically better then simple, and exotic weapons are mechanically better them martial, there has to be a real cost to be able to use them or it makes the lower tier weapons pointless. What would be the point of a mace if for 1 skill point the character could use a scimitar? Or a katana? Personally I think there already is not enough incentive to use different weapons, I'd hate to add to that problem.
ZZTRaider |
I do really like the idea of a Fighter Favored Class Bonus to give weapon proficiency, though...
"Reduce the non-proficiency penalty for one weapon by 1. Once the penalty is reduced to 0, the Fighter receives the appropriate Weapon Proficiency feat for that weapon."
EDIT:
In fact, it looks like there's a precedent for this in the Dwarf Oracle favored class bonus...
"Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon."
judas 147 |
and how if we make the proficiencies like a skills tricks buy system from 3.5
cost: 2 skill points
no more than one prof per level
max 1/2 level capacity to learn
so, you only can learn one prof every two level at the cost of 2 skill points!!
also, it looks like weapon proficiencies from AD&D2E...
and a rogue never can use more weapons than a fighter, because fighters has simple, martial weapons, light, medium, heavy armors, and light, large and tower shields... so those are a lot of weapons to start, at the 5 or 6 specified weapons a rogue can use...
or maybe we can import the weapon proficiencies from AD&D2E
warriors 3 at 1st and 1 / 3 levels (max 9 extra prof at 18thlvl)
Priest 2 at 1st and 1 / 4 levels (max 6 extra prof at 20thlvl)
rogues 2 at 1st and 1 / 4 levels (max 4 extra prof at 18thlvl)
wizard 1 at 1st and 1/ 6 levels
and this options would be writed in the class advancement part in CoreRule Book.
but maybe it can be pulled with the base attack of every class, so:
Good BAB 3 at 1st plus 1 every 3lvls
Medium BAB 2 at first plus 1 every 4 levels
Poor BAB 1 at first plus 1 every 6 levels
in this way we can kick off those almost useless feats (proficiencies and exotic proficiencies) or not.
really i like more this way
what do you think?