WEAPONS
WEAR OUT,
NOT SKILLS

A NEW PROFICIENCY SYSTEM
BY CHRISTOPHER M. TOWNSEND


-
Melee weapons Hurled weapons Projectile weapons Special weapons Acquiring weapon proficiency
Dragon #65 - - - Dragon magazine

When players first outfit their AD&D
characters, choice of weapons is a major
concern. However, since most starting
characters can only afford a few weapons
at most, determining proficiency
presents little problem. The player can
often simply designate the few weapons
the character possesses as those in
which the character is proficient. The
proficiency rules in the Players Handbook
are not too restrictive for a character’s
early career.

But later, when purchases, theft, and
treasure acquisition add to the character’s
equipment, the question of how to
deal with weapon proficiency is likely to
arise.

This article presents one possible system
for the DM who wishes to regulate
character weapon usage. It is assumed
that characters, especially fighters, will
wish to acquire new weapon skills, and
that this requires training and practice,
just as magic-users must study to learn
new spells.

Weapon skills are divided, for learning
purposes, into four skill categories.
Three of the categories consist of groups
of weapons which require similar skills
to use effectively, while the fourth consists
of weapons requiring special tactical
skills. The skill categories are subdivided
into groups, each encompassing
one or more specific skills. The categories
of weapon skill are: melee weapons,
hurled weapons, projectile weapons, and
special weapons.

Melee weapons
Melee weapons are defined as all weapons
which can only be employed if the
wielder keeps a continual hold on the
weapon. They are basically extensions
of the user’s arms, providing increased
length, either for longer reach or greater
leverage, and higher destructive potential
through greater mass or increased
penetrating power. Melee-weapon skills
divide into three groups: blade weapons,
bludgeon weapons, and pole weapons.

Blade weapons have an edged blade,
usually wielded as a cutting or slashing
instrument, but sometimes used as a
short piercing or stabbing implement.
The blade usually comprises most of the
weapon’s length, the handle being relatively
short. Although larger blade weapons
have substantial mass, and thus
considerable impact power, it is the use
of a sharp edge to increase penetration
which sets this group apart from others.
The specific skills within the blade-weapon
group are these:

1. Knives — Any weapon with an edged
blade less than 20 inches in length falls
into this group, including edged knives
(used for slashing) and daggers (usually
a stabbing weapon).

2. Short Swords — Included in this
group are all blade weapons with lengths
of 21 to 40 inches, such as the short
sword, scimitar, cutlass, and falchion.

3. Long Swords —This group consists
of blade weapons with lengths over 40
inches that are still able to be wielded
with one hand/arm. Among these are the
broad sword, long sword, and bastard
sword (used one-handed).

4. Two-Handed Swords — Although
the size of these weapons is the same as
the previous group, their usage is sufficiently
different to merit their classification
as a separate skill. The two-handed
sword and bastard sword (used two-handed)
fall into this category.

Bludgeon weapons are the perhaps
the simplest of weapons in concept: essentially,
nothing more than extensions
of the fist. Their effectiveness derives
from the increased force of impact provided
by both greater leverage and higher
mass than possible with a natural blow
with the fist. Unlike blade weapons, the
handle of a bludgeon weapon, which
provides leverage, represents most of
the weapon length. Mass is provided by
the head, which may be in any of a variety
of configurations. Some bludgeons
use edged heads to increase penetration,
but the weapon group remains oriented
towards impact force. The skills
within this group are these:

1. Small Axes — These weapons focus
the force of a blow onto a sharp edge on
the weapon head. The head is, therefore,
directional, although the axe may be
one-or two-edged. Included in this skill
are the hand axe, hatchet, and any onehanded
axe of less than 30 inches in
length.

2. Large Axes — Essentially similar to
the preceding class, but more than 30
inches in length. Examples are the battleaxe,
great axe, and bardiche.

3. Hammers — The force of swinging
these weapons is focused onto a specific
unedged portion of the weapon head.
Therefore, like axes, these have a directional
head. The hammer, lucern hammer,
and pick fall into this skill group.

4. Flails — These weapons have heads
attached to the handle by a flexible connection,
usually a chain. Thus, the
wielder must calculate not only the path
of the handle, but the trajectory the
movement of the handle will impart to
the head of the weapon. Some flails have
several heads; others, such as the grain
flail, have long handles and must be
wielded two-handed.

5. Clubs — The simplest of bludgeons,
these have a handle and a rigidly attached,
omnidirectional head. Within this
group are the mace, staff, club, and
morning star.

Pole weapons differ from other melee
weapons in that they are thrust rather
than swung at an opponent. They use
length to provide greater reach, rather
than for increased leverage as with
blades and bludgeons, and gain their
penetrative power by piercing rather
than cutting or slashing. In theory, an
unshod staff can be used this way, but
without a piercing head it will have little
penetration, and so almost invariably a
pole weapon will have a pointed head.
Within this group are the following specific
skills:

1. Short Pole Arms — This type includes
any piercing pole weapon under
8 feet in length, such as a spear, javelin,
or trident.

2. Long Pole Arms — Identical to short
pole arms, excepting a length of 8 feet or
more, this category covers pikes, glaives,
and lances.

3. Composite Pole Arms — These
weapons have a more complex head
than those listed above. While retaining
some piercing capability, they can be
used as swung impact weapons, similar
to certain extremely long bludgeons.
Halberds, bills, and the like fall into this
category.

Hurled weapons
This group is comprised of weapons
designed to do damage when thrown at
an opponent. Some of them can also be
used as melee (hand-held) weapons, but
the use of a device as a melee weapon is
a separate skill from using the same device
as a hurled weapon. Certain accessories,
such as the spear thrower, can be
used to extend the range and power of
weapons cast, but do not alter the essential
act of throwing, and so do not qualify
as a separate skill. Hurled weapons skills
are divided into two types:

Tumbling weapons rotate end over
end when hurled: They usually require
careful balancing and range estimation
so the head or edge, rather than the handle,
will strike the target. Within this
group are the following specific skills:

1. Throwing Knives



— Any weapon

meeting the qualifications for melee
blade weapons listed under knives may
be thrown. However, to avoid the nonproficiency
penalty, the knife or dagger
must be specially balanced and would
therefore be relatively expensive.

2. Throwing Axes — The weapons defined
as small axes under melee bludgeon
weapons may all be hurled.

3. Hammers — Weapons listed in the
hammer skill in the melee bludgeon
group may be hurled if the weapon
length does not exceed 30 inches. If the
DM desires, clubs (such as the mace)
which meet the same length limitation
may be included in this skill.

Streamlined weapons do not change
orientation relative to the target once
thrown, or else the orientation does not
affect the result. Most have a pointed
head to increase their penetrating power.
In general, they have greater effective
range than tumbling weapons.

1. Darts — This skill is self-explanatory;
it covers thrown darts of all sizes.

2. Throwing Spears — The weapons
classified as short pole arms within the
melee weapon category may be thrown.
These include javelins, spears, and the
like.

3. Spinning Weapons — These weapons
are basically circular and revolve
rapidly when thrown. The discus is the
classic example.

No skill group is provided for grenade-type
hurled weapons; it is assumed that
any character has the wherewithal to
throw a rock or a bottle with some accuracy
over short distances. If the DM feels
it necessary to include such objects as
weapons in which proficiency must be
gained, they could be added to the
streamlined weapons group.

Missile weapons
Weapons in this class project a missile
towards a target by means of some mechanical
device. While the missiles usually
resemble small hurled weapons, the
use of a device, rather than the caster’s
arm, as the projector sets this class
apart. Specific skills in this category are
as follows:

1. Self Bows — The short bow, long
bow, horse bow, and composite bow are
all in the group of self bows. While all
these are used similarly in combat, the
construction and care of individual weapon
types may differ, so the DM may
wish to add such factors as maintenance
skill and weapon failure.

2. Crossbows — These are bows which
(unlike self bows), once drawn — either
by man or machine — remain cocked
and ready without further effort on the
part of the man or machine. The path of
the projectile to be released is aimed
down the body of the weapon itself, and
the missile is generally released by
means of a mechanical trigger. Light and
heavy crossbows of all descriptions are
included in this group.

3. Slings — These are elastic tethers
used to accelerate missiles by centrifugal
force, to then be projected toward
the target when the tether is released.
Some slings are mounted on staff-like
handles for additional range and power,
and these are also in this group.

Special skills
Special skills do not cover the use of
any particular weapons, but rather the
ability of a weapon wielder to operate
effectively in unusual situations. Skill
with some appropriate weapon is therefore
assumed in the skills of this category.

Formation skill is represented in the
functioning of a body of combatants together
in a coordinated manner. This
group of skills is one of the most difficult
to adjudicate; considerable discretion is
required on the part of the DM. Formations
skills can be divided into two skill
types, as follows:

1. Linear Formations — These are
made up of one or more lines of combatants
all facing in one direction. Several
lines can be arranged in ranks one behind
the other, although for game purposes
no more than three ranks should
be permitted to fight simultaneously.

2. Block Formations — In this type of
formation fighting, the cooperating combatants
face in different directions, so a
block formation can engage opponents
attacking from several sides. Squares
and triangles are commonly used block
formations.

Formation fighting usually involves
large numbers of combatants, and so
might rarely if ever come up in actual
play. The DM must judge whether an action
undertaken by a group of characters
requires proficiency in this skill. Two
fighters standing back-to-back fending
off attacks would require very little coordination,
but if these same fighters wish
to rapidly switch positions, some skill in
formation fighting might be necessary.
Additionally, since formation fighting
requires concerted action by several individuals,
the DM must assure that some
advance planning takes place. The fact
that three characters all have skill in formation
fighting does not mean they can
instantly spring into a rotating triangle
upon the leader’s command. The players
must at least discuss the formation, settle
on signals for communication in the
heat of battle, and should probably set
time aside for practicing the formation.

Mounted skill is a separate special skill
for the simple reason that using a weapon
with both feet firmly planted on the
ground is quite different from using that
same weapon while astride a charging
mount. Even possessing skill with a
weapon normally used on horseback,
such as a horseman’s mace or a heavy
lance, does not mean the wielder has the
skill to actually use it from the saddle.
The two skills in this group are these:

1. Shock Fighting — Also called charge
fighting, this skill covers the use of a pole
arm, usually a lance or spear, while on a
charging mount The rider holds the
weapon rather rigidly, with virtually all of
the thrusting motion being imparted by
the charge of the horse. Sometimes a
spear can also be used overhand, in a
manner similar to thrusting when on
foot. The DM should consider the situation
and judge whether an intended action
requires this skill.

2. Melee Fighting — Once a horse and
rider complete a charge, the rider uses
this skill in combat. The use of blade and
bludgeon melee weapons, in much the
same way as when the wielder is on foot,
is customary in such circumstances.

Fighting on or from horseback is so
difficult, requiring long training to attain
real mastery, that the consequences for
the untrained character who attempts it
should be severe. In addition to the usual
non-proficiency penalty, the DM should
allow a possibility that the character will
lose his balance, drop a weapon, or even
fall from his mount. A character might
also handle his horse improperly in
combat, wrenching the mount to a new
path so quickly that it rears or stumbles.

Missile specialty defines an increased
ability to use a missile weapon accurately
in difficult situations. The four separate
skills in this group are these:

1. Ranged Shooting — This is simply
the ability to shoot with increased accuracy
at long range. It affects archery
from self bows only, since crossbow
bolts and sling missiles lose accuracy
rapidly with increasing range. The “to
hit” die modifications of a missile-weapon
wielder with this skill are reduced to
-1 at medium range and -4 at long range.

2. Long Ranged Shooting — A further
extension of ranged shooting, this skill
applies only to long or large composite
bows and requires prior acquisition of
ranged shooting skill as described above.
The “to hit” die modifications of a missileweapon
wielder with this skill are reduced
to 0 at medium range and -2 at
long range.

3. Indirect Shooting — A character
with this skill is proficient in shooting at a
target when an obstacle or obstacles
block the direct line of sight.
This should not be construed to mean
that the shooter’s view of the target is
completely blocked, as might be the
case with modern artillery. Rather, the
shooter arcs his missiles over intervening
terrain or bodies at his target. Even
with this skill, there should be negative
die modifications attached to the attempt
to account for the size of the target, the
degree to which the archer’s vision is
obscured, and the height of the arc required.
Possessing this skill exempts the
archer from the additional negative effects
of non-proficiency.

4. Mounted Shooting — Shooting from
horseback is included in this class, as it
requires a somewhat different technique
than mounted fighting. Only small bows
such as the short bow, the small composite
bow, and the light crossbow can be
used with effectiveness from a mount.

More even than formation fighting,
this skill will usually apply only to mass
combat situations. The DM must be reasonable
in application; a six-foot-tall
crossbowman standing a pace behind
his halfling cohort can shoot over the
halfling’s head without this skill. If either
the archer or the target is elevated so
that direct-line shooting is possible, any
obstructions below the line of sight are
irrelevant.

Acquiring weapon proficiency
“Newborn” characters begin with some
weapon skills, the maximum number
depending on the character’s class. Although
it is assumed that the character
had to undergo training to qualify for his
or her chosen class or classes, for game
playing purposes there is no specific
learning process for acquiring proficiency
in these initial weapons, and the character
can choose proficiency with weapons
he does not yet possess. A character
could acquire a weapon without acquiring
proficiency in it, although there
would usually be little point in buying or
trading for such an item.

In this variant system for weaponproficiency
determination, a player need
not immediately specify all the initial
weapon proficiencies to which his or her
character are entitled; a fighter might
pick only three weapons of proficiency
at the start of his or her adventuring career
and hold one choice in reserve until
a new weapon is acquired. However, any
weapon skills not chosen during the initial
character generation must be acquired
in the same manner new skills are
learned as characters become eligible to
rise in experience levels. The difference
is that the character may enter the learning
process at any time if a choice has
been withheld, without having to wait to
attain a higher level.

When a character wishes to acquire
proficiency with a new weapon, he must
enter a training period. During this time,
the character can not undertake any
other strenuous or time-consuming activity,
especially adventuring. The length
of game time needed to become proficient
with a weapon (and any additional
requirements) varies with the similarity
between the new weapon and weapons
with which the character is already
proficient.

If a character wishes to become proficient
with a certain weapon and he or
she is already proficient with another
weapon of the same skill, the character
must train for two weeks of game time
—-one week if a tutor is available. For
example, a character proficient with a
long sword may acquire proficiency with
a broad sword in one or two weeks, since
both weapons are in the long swords
skill.

If a character wishes to become proficient
with a weapon which is not in the
same skill as any weapon already known,
but which is in the same group as a previously
held skill, the character must
train for four weeks (two weeks with a
tutor). For example, the character described
above now wants to learn to use
a dagger, which falls under this situation
since that weapon is not in the long
sword skill, but is within the blade melee
weapons group.

If a character wishes to learn a weapon
in a different group from all previously
held skills, but in the same category, the
training period is six weeks, and a tutor is
mandatory. In this situation, our hardworking
fighter can pick up proficiency
with a mace, not a blade melee weapon
but still in the melee weapons category.

To learn a skill which is in a different
category from all previously held skills
requires eight weeks of training, and
again a tutor is mandatory. The studious
fighter in our example gets tired of bashing
heads and could learn to shoot a
crossbow, from the missile weapons
category, by spending the requisite time
and paying the tutor’s fee.

Proficiency in the special skills category
is handled differently. Only members
of the fighter class or one of its
sub-classes may ever acquire a special
skill. A character may choose only one
special skill among his or her initial proficiency
choices, and thereafter may only
acquire 1 additional special skill with
every third experience level gained,
starting at third level; i.e. one at third
level, another at sixth, another at ninth,
and so forth. However, special skills acquired
after the initial weapon skills are
chosen do not count against the number
of allowed weapons; they are allowed
over and above the limits on proficiency
as spelled out in the Players Handbook.

Acquiring a special skill from the same
group as a previously held special skill
requires 8 weeks of training. Learning
a special skill in a new group requires
12 weeks of training, and in both
cases a tutor is mandatory.

Weapons of the same skill type — not
the same skill group — are generally very
similar in their method of usage. To account
for this, a character may use a
weapon with which he is not proficient,
but which is of the same skill type as one
with which he is proficient, at a penalty
“to hit” of 1 less than the normal nonproficiency
penalty. For example, our
fighter, possessing all the weapon skills
previously attributed to him, would be
able to use a bastard sword one-handed
at a penalty of -1 rather than -2, since he
is proficient with a long sword already.

Training always requires appropriate
equipment, including the possession or
availability of an example of the weapon
to be learned. Special skills may require
additional equipment; it is obviously difficult
to train in ‘mounted fighting without
a mount. A tutor, if employed, must
be at least equal to the student in fighting
ability and must, of course, be proficient
in the skill to be taught. A reasonable fee
(determined by the DM) must be paid to
the tutor. The DM should be especially
careful to assure that reasonable recompense
is offered when both the student
and tutor are player characters.
 

OUT ON A LIMB

Not a hammer

To the editor:
Christopher Townsend’s new proficiency
system (DRAGON #65) looks like a well
thought out replacement for the official one.
Although the system in the Players Handbook
is not really in need of replacement, it is an
interesting alternative.
However, I did find an error in Mr. Townsend’s
categorizing of weapons. As anyone
who owns the AD&D Dungeon Masters Adventure
Log should know, since it illustrates <link>
many lesser-known weapons, a lucern hammer
is not an un-edged bludgeon weapon, but
rather is a spiked, 5’+ long pole arm, and
would therefore belong in Mr. Townsend’s
Short Pole Arms category. I can understand
the mistake, though; I once played in a campaign
in which the DM allowed clerics to use
them, not realizing what they were!

David MacKenzie
Bethesda, Md.
(Dragon #67)
 

We’re human, just like Mr. Townsend, and
we make human-type mistakes. (And we seem
to keep finding new ways to illustrate that
point all the time.) Needless to say, we failed
to spot the error — and, also needless to say,
that won’t be our last mistake. . . .
— KM
(Dragon #67)