Similar to how combat and powers worked in 2nd edition… I’ve created a fancy table with what I refer to Weapon Focus, that basically adds a ton of abilities for each specific weapon…
I like it, and my friend implemented it with his pals who who started in 2nd edition or 3.5, and they like it. But I’m curious about implementing it to a table of 5th edition core players and am worried it will muddy up combat too much.
I'll have to dig out my AD&D 2E book to confirm, but IIRC weapon specialization was scaled dependent upon how many times you invested levels(?) in that weapon. Weapon proficiency was granted as a class feature/ability. Specialization would allow for you to make 1 attack/round, 3 attacks/2 rounds and finally 2 attacks/round with a specific weapon that you specialized in. There may have been some THAC0 adjustment and the ability to pull off stunts like disarming and tripping. There was something similar in BECMI as well, again I'll have to dig into my stash to confirm.
I would caution you to heed your instincts about not bringing it into a group of 5E core players. In my experience, it was unwieldy and a bit convoluted at times. It seemed that it was intended to bring about the "feel" of realism, but I simply experienced another stat to track down that buried combat in a slog of page flipping and chart memorization and lookup. I do understand that there are still a considerable group of people that prefer that system to the current one, and to each their own. I hope they enjoy it. I can only point out that the current version no longer contains those aspects, and there are more people involved now, more than ever. I would like to think there is some correlation there.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Yeah, after having talked it out with some other players, they're all in mostly agreement that muddies the gameplay too much unless people are 100% ontop of the weapon rules. Even 3rd edition, which stepped away from Thac0 had a decent means of weapon progression, but I don't think I intended to scale in the same sense as 2nd did.
I was going for Realism on the weapons approach (adding Armor Crush against heavy armor, weapon stances like half-swording or murder stroke w/ Long Swords)... so i may have gone overboard on the rules implementation.
Other group seems to love the concept, but a very different core crowd.
Similar to how combat and powers worked in 2nd edition… I’ve created a fancy table with what I refer to Weapon Focus, that basically adds a ton of abilities for each specific weapon…
I like it, and my friend implemented it with his pals who who started in 2nd edition or 3.5, and they like it. But I’m curious about implementing it to a table of 5th edition core players and am worried it will muddy up combat too much.
TL;DR I don't.
I'll have to dig out my AD&D 2E book to confirm, but IIRC weapon specialization was scaled dependent upon how many times you invested levels(?) in that weapon. Weapon proficiency was granted as a class feature/ability. Specialization would allow for you to make 1 attack/round, 3 attacks/2 rounds and finally 2 attacks/round with a specific weapon that you specialized in. There may have been some THAC0 adjustment and the ability to pull off stunts like disarming and tripping. There was something similar in BECMI as well, again I'll have to dig into my stash to confirm.
I would caution you to heed your instincts about not bringing it into a group of 5E core players. In my experience, it was unwieldy and a bit convoluted at times. It seemed that it was intended to bring about the "feel" of realism, but I simply experienced another stat to track down that buried combat in a slog of page flipping and chart memorization and lookup. I do understand that there are still a considerable group of people that prefer that system to the current one, and to each their own. I hope they enjoy it. I can only point out that the current version no longer contains those aspects, and there are more people involved now, more than ever. I would like to think there is some correlation there.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Thanks Kaavel,
Yeah, after having talked it out with some other players, they're all in mostly agreement that muddies the gameplay too much unless people are 100% ontop of the weapon rules. Even 3rd edition, which stepped away from Thac0 had a decent means of weapon progression, but I don't think I intended to scale in the same sense as 2nd did.
I was going for Realism on the weapons approach (adding Armor Crush against heavy armor, weapon stances like half-swording or murder stroke w/ Long Swords)... so i may have gone overboard on the rules implementation.
Other group seems to love the concept, but a very different core crowd.
Cheers sir
expertise, sure. focus, no.
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