Greywander
2022-03-06, 02:31 PM
You know how some weapons were considered really useful, not because they were necessarily more effective, but because they required a lot less training to be effective? I'm talking things like spears and crossbows, probably clubs too, maybe a few others. (I'm still baffled that club proficiency isn't universal, yet sling proficiency is.)
I was thinking that some weapons could have an "easy to learn" trait that allows you to add half your proficiency bonus to attack rolls when you're not proficient. For PCs, this likely wouldn't make much of a difference. Every class gets proficiency with daggers, quarterstaves, slings, darts, and light crossbows, which I think covers almost every weapon niche aside from reach weapons. You might see some edge cases like using a hand crossbow with Crossbow Expert without proficiency, but most of the time it's going to be better to use a weapon you're proficient with. Where I'd expect this to make more of a difference is with NPCs. For example, if you needed to arm up a town in order to defend it against an attack. Or maybe you have a follower who isn't trained with combat, but you give them a crossbow so they can at least participate anyway.
This also got me thinking about a corollary trait, where a weapon is "hard to master", but I'm not sure what such a trait might entail. I suppose it could make it more difficult to get proficient with that weapon, but usually anything that grants proficiency with a weapon of your choice treats all weapons as equal (and in any case I don't think this would be a good balancing mechanic). And besides, this distinction already kind of exists in the distinction between simple and martial weapons. My other thought is that it somehow relate to getting expertise with a weapon.
Which then leads to a whole new discussion of what weapon expertise might look like. I think you could have situations where you're making ability checks with a weapon, treating it like a tool, and if you're proficient with that weapon then you'd add your proficiency bonus. But weapon expertise that only applies to ability checks and not to attack rolls seems kind of lame and borderline pointless. At the same time, doubling your proficiency bonus for attack rolls is not a weak effect. At least it wouldn't raise your damage ceiling, just push your average damage closer to that ceiling. That is, until you figure in things like GWM/SS, where double proficiency would completely negate the accuracy penalty after 13th level.
With regards to weapons that are "hard to master", even if we do have weapon expertise, that isn't really a different situation from proficiency. "Hard to master" implies that there's some kind of bonus you could get for "mastering" a weapon, and that the hard to master weapons would require a greater investment. Alternatively, perhaps something that's normally taken for granted is capped by your level or proficiency bonus, limiting your effectiveness until you reach higher levels. "Hard to master" weapons could also just be weapons that have their own feats, representing the extra effort required to attain mastery, but also the additional benefits if you do.
I dunno, maybe this is kind of pointless? But at least the "easy to learn" thing seems like a fun detail to include that might be situationally useful sometimes.
I was thinking that some weapons could have an "easy to learn" trait that allows you to add half your proficiency bonus to attack rolls when you're not proficient. For PCs, this likely wouldn't make much of a difference. Every class gets proficiency with daggers, quarterstaves, slings, darts, and light crossbows, which I think covers almost every weapon niche aside from reach weapons. You might see some edge cases like using a hand crossbow with Crossbow Expert without proficiency, but most of the time it's going to be better to use a weapon you're proficient with. Where I'd expect this to make more of a difference is with NPCs. For example, if you needed to arm up a town in order to defend it against an attack. Or maybe you have a follower who isn't trained with combat, but you give them a crossbow so they can at least participate anyway.
This also got me thinking about a corollary trait, where a weapon is "hard to master", but I'm not sure what such a trait might entail. I suppose it could make it more difficult to get proficient with that weapon, but usually anything that grants proficiency with a weapon of your choice treats all weapons as equal (and in any case I don't think this would be a good balancing mechanic). And besides, this distinction already kind of exists in the distinction between simple and martial weapons. My other thought is that it somehow relate to getting expertise with a weapon.
Which then leads to a whole new discussion of what weapon expertise might look like. I think you could have situations where you're making ability checks with a weapon, treating it like a tool, and if you're proficient with that weapon then you'd add your proficiency bonus. But weapon expertise that only applies to ability checks and not to attack rolls seems kind of lame and borderline pointless. At the same time, doubling your proficiency bonus for attack rolls is not a weak effect. At least it wouldn't raise your damage ceiling, just push your average damage closer to that ceiling. That is, until you figure in things like GWM/SS, where double proficiency would completely negate the accuracy penalty after 13th level.
With regards to weapons that are "hard to master", even if we do have weapon expertise, that isn't really a different situation from proficiency. "Hard to master" implies that there's some kind of bonus you could get for "mastering" a weapon, and that the hard to master weapons would require a greater investment. Alternatively, perhaps something that's normally taken for granted is capped by your level or proficiency bonus, limiting your effectiveness until you reach higher levels. "Hard to master" weapons could also just be weapons that have their own feats, representing the extra effort required to attain mastery, but also the additional benefits if you do.
I dunno, maybe this is kind of pointless? But at least the "easy to learn" thing seems like a fun detail to include that might be situationally useful sometimes.