Other house rules we use...
We allow single class fighters to specialize in multiple weapons
(though only one at first level), as I think the rules indicate, but
we also allow other single classed warriors (paladins and rangers)
to specialize in one weapon at first level - the rational being that,
even if they are someone distracted by all the other things that
these subclasses must concentrate on, the are _still_ warriors.
Since no one in our group ever seems to want to play a priest, we
made it so that priests do not necessarily have to pray for (and pick
out) the spells they want at the beginning of the day. They can
'cast on the fly' at the normal casting time. However, if they
chose to pray for specific spells at the begining of the day, they
can cast these spells with a casting time of 1.
Those are the only ones that occur to me right now - if I think of
others later I will post them.
-Dave
: We allow single class fighters to specialize in multiple weapons
: (though only one at first level), as I think the rules indicate, but
: we also allow other single classed warriors (paladins and rangers)
: to specialize in one weapon at first level - the rational being that,
Yup the rules do allow for fighters to specialize in more weapons after
1st level. I've always allowed paladins and rangers to specialize as well
for the same rational you did.
---Marty
Not so fast! :)
"Weapon specialization is an optional rule that enables a fighter
(only) to choose a single weapon and specialize in its use." (PHB2 pg 52).
A "single weapon," not one weapon per level, or whatever. This is
affirmed in C&T: "A fighter may only specialize in one weapon at a time.
If she wishes to change her specialization to a different weapon, she
must spend /two/ extra proficiency slots to become a specialist in the new
weapon, and loses all benefits of specializing in the previous one." (pg 74).
> I've always allowed paladins and rangers to specialize as well
> for the same rational you did.
They have plenty of granted powers as it is...
C&T allows them to gain Weapon Expertise, which "allow a character to
gain extra attacks as if he or she were a weapon specialist...[but it]
does /not/ grant the character extra attack or damage bonuses." (pg 74)
Weapon Expertise is available to all non-fighters, not just Warrior
subclasses. It costs one weapon slot, just like specialization.
----------------
The Amorphous Mass (james-f-...@uiowa.edu)
aka Hyacinth, elven ambassador to the Human Islands
On Mo 13.11.1995 around 22:47:01 kac...@fas.harvard.edu (Kathryn Chadbourne)
wrote in message "House Rules for AD&D/D&D":
> >Since no one in our group ever seems to want to play a priest, we
> >made it so that priests do not necessarily have to pray for (and pick
> >out) the spells they want at the beginning of the day. They can
> >'cast on the fly' at the normal casting time. However, if they
> >chose to pray for specific spells at the begining of the day, they
> >can cast these spells with a casting time of 1.
> I use this with Priests as well. It helps differentiate their magic
> from mages and is better suited to the fact that they are calling on an
> intelligent deity who can respond, not just an energy source.
Hmm, in my own game system I use the following procedure: A mage/priest
has a number of "spell slots" that I call magic points, but don't let this
deceive you.
He can either "spend" points on memorizing spells that are then cast
with a certain casting time (added to 1d10 initiative, high initiative goes
first) or he can choose to spare slots for "on-the-fly" casting.
A spell cast "on-the-fly" works as a memorized spell except that the
casting time is _doubled_ (ie. the number for initiative is halved) and
that I assign a certain chance for the spell to _fail_ or result in an
completely unexpected (ie. wild) effect.
Magic points can also be used to resist magical effects (purely magical,
not things like fireballs) so the caster has (IMHO) all options he could
want to have.
Tell me what you think.
_
--- By(T)e... _ // "C++ is already too large and complicated..." ---
--- Peter... \X/\miga - "Gegen den Strom!" -- ANSI-X3J16/ISO-WG21 ---
e-mail: p.fro...@amc.cube.net iam: GCS/O d- s:+ a-- C++(++++) UB P? L E-
W N++ K? w-- O- M V PS PE- Y+ PGP+ t+ 5- X? R+ tv- b++ DI? D+ G e h! r-- y+
Warriors can specialize in any number of weapons if they take it as
part of thier class in the Skills and Powers book. (p. 48)
>There are a few house rules that I've carried from group to group
>over the past couple of years...
[RIP]
>We allow single class fighters to specialize in multiple weapons
>(though only one at first level), as I think the rules indicate, but
>we also allow other single classed warriors (paladins and rangers)
>to specialize in one weapon at first level - the rational being that,
>even if they are someone distracted by all the other things that
>these subclasses must concentrate on, the are _still_ warriors.
[RIP]
You want to know the ultimate munchkinism under AD&D 2nd ed. rules? A
half-giant gladiator (don't know if this still holds true in the
revised setting). Proficiency in every weapon, double hit dice, etc.
etc. etc.
"Asha'man, kill!" |"You fight with the best,
Mazrim Taim |you die like the rest!"
Book 6 of the Wheel of Time |(me)