Optional Weapon Specialization
Rules for AD&D Second Edition
Specialization is knowledge and experience in using a weapon that goes far beyond general proficiency. Only Warriors are allowed to specialize in weapon use. Due to the many unique styles and forms of weapon use and the differing strengths, weaknesses and preferences of a fighter, the actual game effects of specialization in fighting with a weapon should be greatly varied. What follows is a summary of how to mechanically build a specialization packet for use in the place of the existing specialization options in the AD&D players handbook.
In order to become specialized in a weapon, the player must first spend one of the characters WPs to become proficient in that weapon. Any additional slots spent on this weapon after the first initial proficiency slot will result in specialization.
Each WP slot b eyond the first that a fighter spends in learning to be skilled in a particular weapon wield yield 5 Specialization Units (SUs). These SUs may be divided up, or "spent" on 6 different aspects of specialization. A warrior may spend as many WP slots to convert into SUs as his game master allows. Below are the 6 categories into which SUs may be put, or "spent" SUs may be divided up as one chooses among the 6 categories.
Initiative Bonus- By spending SUs in this category, a character will be more swift with his weapon, striking faster, and thus sooner in a round. Bonuses gained here apply to a characters initiative roles like a "reaction adjustment" from Dexterity, but only when the specialized weapon is used. Alternately for lack of confusion, this bonus may instead be subtracted from the "Speed Factor" of a weapon if such are used in your campaign.
| Total SUs spent on Initiative Bonus | Initiative bonus with Specialized weapon |
|
1 |
-1 |
|
3 |
-2 |
|
7 |
-3 |
Attacks Per Melee (APMs)- Some characters may choose to attack more often in a melee round by specializing in moving their weapon faster and in a style that allows for one attack to lead into combinations more efficiently. Characters normally attack once per round. Specialization in this area can greatly enhance a fighters performance.
| Total SUs spent on extra APMs | APMs additional to normal |
|
2 |
+ 1/2 * |
|
6 |
+1 * |
|
10 |
+ 1 1/2 * |
Strike Bonus. Specialization in this category allows for a warrior to strike more accurately when attacking with the weapon he is specialized in.
| Total SUs spent on Strike Bonus | Bonus to Strike |
|
1 |
+1 |
|
3 |
+2 |
|
7 |
+3 |
|
11 |
+4 |
Damage Bonus. By spending SUs in this category, the character becomes more proficient in laying out more damage each time he lands a blow.
| Total SUs spent on Damage Bonus | Bonus to Damage |
|
1 |
+1 |
|
2 |
+2 |
|
5 |
+3 |
|
9 |
+4 |
Defensive Tactics- A character who is specialized in this category has learned well how to block and parry. To represent this, the character gains a bonus to his Armor Class (AC) when employing his specialized weapon. This AC bonus is intended only to be used by a character using a melee weapon, and only being applicable to incoming attacks that the GM rules are at all blockable. It was not intended to allow guys with swords to swat down a rain of incoming arrows.
| Total SUs spent on Defensive Tactics | Bonus to AC from Melee |
|
1 |
- 1 AC |
|
4 |
- 2 AC |
|
8 |
- 3 AC |
|
11 |
- 4 AC |
|
15 |
- 5 AC |
Better Criticals- Spending SUs in this way means that a character is just plane better at choosing and targeting vital areas, and also putting that extra umph into his attacks. Characters purchasing this lower the number they need to roll on their D20 attacks to critically hit doing double damage ( or whatever it is critical hits do in your game). In most games this Critical hit also allows a character to "hit" an AC beyond what he might otherwise be able to due to the great success of the strike and finding just the right place.
|
Total SUs spent on Better Criticals |
New number needed to Critically hit |
|
2 |
Natural 19 or better |
|
4 |
Natural 18 or better |
|
6 |
Natural 17 or better |
|
8 |
Natural 16 or better |
Extra Range- Characters skilled in extra range have learned to better project their weapons through a combination of strength and technique. Because I don't want to write a table for each ranged weapon, I have decided on a Percentage system that can be applied to all ranges. Characters should apply this new percentage to their weapons short, medium and long range numbers.
| Total SUs spent on Extra Range | % of normal range now used |
|
1 |
125% |
|
4 |
150% |
|
8 |
175% |
|
10 |
200% |
* A note on APMs and specialization. All characters who are specialized in a weapon gain additional APMs for free based upon their level. a character specialized in a weapon, regardless of what categories their SUs are spent get a free + 1/2 AMP at both level 7 and 12. These free APMs also do not in any way effect the category of APM, how many points are spent there, or how many SUs will be needed to be put in to get the next rank.
Paired Weapons. Some people have come to me both inquiring and complaining about the massive number of attacks people can get using this specialization system and paired weapons. One character of note swung his two long swords 6 times a round at level 7. there are a few ways I can suggest for GMs to decide to handle Paired Weapons and this system.
First Method: Specialization only effects one hand, and the second hand attacks only once a round and without bonuses. SUs may be spent separately buying specialization packets for each hand.
Second Method: Specialization effects both hands except the off hand is only allow one swing per round
Third Method: Specialization effects both hands except the off hand is only allow one swing per round. SUs may be spent at either normal or half cost ( at the GMs desecration) to increase the APMs of the off hand.
Forth Method: Specialization effects both hands equally, and character swings his sword a lot.
Specialization Packet Examples
Basic melee specialization
Total of 5 SUs, thus one slot of specialization
Basic Missile Specialization
Total of 5 SUs, thus one slot of specialization