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Microlite20: Weapons Mastery Rules (Expert Edition)
Expert Weapon Mastery Rules for Microlite20
The Expert Weapon Mastery rules take the basics provided by the Basic rules, and simply expand upon them, providing additional, more specific categories for specialization, and introducing the idea of background- and skill-based proficiencies.
For all intents and purposes, the number of proficiencies and rate of advancement remain the same as those presented in the Basic rules.
However, instead of the categories presented in the Basic rules (except for the Peasant Weapons, Shields, and Unarmed Combat proficiencies, which are still available), players may choose from any Weapon Group as presented in the D20 SRD:
Axes: battleaxe, dwarven waraxe (two-handed use), greataxe, handaxe
Exotic Weapons: dwarven waraxe (one-handed use)
Exotic Double Weapons: orcish double axe, dwarven urgrosh (must also have Weapon Group [spears and lances])
Bows: shortbow, longbow, composite shortbow, composite longbow
Claw Weapons: punching dagger, spiked gauntlet
Crossbows: heavy crossbow, light crossbow, repeating heavy crossbow, repeating light crossbow
Exotic Weapons: hand crossbow
Flails and Chains: light flail, heavy flail
Exotic Weapons: spiked chain, whip
Exotic Double Weapons: dire flail
Heavy Blades: longsword, greatsword, falchion, scimitar, bastard sword (two-handed use)
Exotic Weapons: bastard sword (one-handed use)
Exotic Double Weapons: two-bladed sword
Light Blades: dagger, punching dagger, rapier, short sword
Exotic Weapons: kukri
Maces and Clubs: club, light mace, heavy mace, greatclub, quarterstaff, sap
Picks and Hammers: light pick, heavy pick, light hammer, warhammer, scythe
Exotic Double Weapons: gnome hooked hammer
Polearms: glaive, guisarme, halberd, ranseur
Slings and Thrown Weapons: dart, sling
Exotic Weapons: Bolas, Shuriken
Spears and Lances: javelin, lance, longspear, shortspear, and trident
Exotic Double Weapons: dwarven urgrosh (must also have Weapon Group [axes])
In addition to these categories, certain classes and races may take Proficiencies of their own:
Racial Proficiencies
Dwarven Weapons: dwarven urgrosh, dwarven waraxe (one-handed use), shields, warhammer
Elven Weapons: dagger, rapier, short sword, choose one: scimitar OR longsword, choose one set: shortbow/composite shortbow OR longbow/composite longbow
Gnomish Weapons: gnomish hooked hammer, heavy pick, light hammer, light pick, heavy crossbow, light crossbow, repeating heavy crossbow, repeating light crossbow
Orcish Weapons: dire flail, greatclub, greataxe, orcish double axe
Class Proficiencies
Assassin Weapons: dagger, dart, hand crossbow, kukri, punching dagger, sap, throwing axe, whip
Druid Weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear
Monk Weapons: kama, nunchaku, quarterstaff, sai, shuriken, siangham
And finally, proficiency points may also be spent to specialize in particular fighting styles:
Mounted Combat: +1 to attack and damage while fighting on horseback.
Thrown Weapons: +1 to attack and damage when throwing a weapon.
Special: You must be proficient with the weapon you are throwing to receive this benefit.
Two-Weapon Fighting: +1 to attack and damage to all attacks when dual-wielding one-handed weapons.
Special: You must be proficient with both weapons you’re wielding to receive this benefit. Normal penalties to dual-wielding still apply; this proficiency simply serves to off-set that penalty.