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Proficiencies

Most of what a player character can do is defined by his race, class, and ability scores. These three characteristics don't cover everything, however. Characters can have a wide range of talents, from the potent (and intricate) arts of magic to the simple and mundane knowledge of how to build a good fire. The character's magical ability (or lack thereof) is defined by his class. Lesser abilities, such as fire building, are defined by proficiencies. A proficiency is a learned skill that isn't essential to the character's class. A ranger, for example, may find it useful to know something about navigation, especially if he lives near an ocean or sea coast. On the other hand, he isn't likely to suffer if he doesn't know how to navigate; he is a ranger, not a sailor. Proficiencies are divided into two groups: weapon proficiencies (those related to weapons and combat) and nonweapon proficiencies (those related to everything else).
Proficiencies are not necessary for a balanced game. They add an additional dimension to characters, however, and anything that enriches characterization is a bonus. If weapon proficiencies are used in your game, expect them to apply to all characters, including NPCs. Once a proficiency slot is filled, it can never be changed or reassigned.

Acquiring Proficiencies

Even newly created, 1st-level characters have proficiencies. The number of proficiency slots that a character starts with is determined by his group, as shown in the table below. Each proficiency slot is empty until the player "fills" it by selecting a proficiency. If your DM allows nonweapon proficiencies, the character's Intelligence score can modify the number of slots he has, granting him more proficiencies. In both cases, new proficiencies are learned the same way.

Training

Like all skills and abilities, proficiencies do not leap unbidden and fully realized into a character's mind. Instead, a character must train, study, and practice to learn a new proficiency. However, role-playing the training time needed to learn a new skill is not much fun. Thus, there are no training times or study periods associated with any proficiency. When a character chooses a proficiency, it is assumed that he had been studying it in his spare time.
Consider just how much spare time the character has. The player is not role-playing every second of his character's life. The player may decide to have his character spend a night in town before setting out on the long journey the next day. Perhaps the character must wait around for several days while his companions heal from the last adventure. Or he might spend weeks on an uneventful ocean voyage. What is he doing during that time?
Among other things, he is studying whatever new proficiencies he will eventually learn. Using this "down time" to handle the unexciting aspects of a role-playing campaign lets players concentrate on more important (or more interesting) matters. Another part of training is finding a teacher. Most skills are easier to learn if someone teaches the character. The DM can handle this in several ways. For those who like simplicity, ignore the need for teachers--there are self-taught people everywhere in the world. For those who want more complexity, make the player characters find someone to teach them any new proficiency they want to learn.
This can be another player character or an NPC. Although this adds realism, it tends to limit the PC's adventuring options, especially if he is required to stay in regular contact with his instructor. Furthermore, most teachers want payment. While a barter arrangement might be reached, the normal payment is cash. The actual cost of the service depends on the nature of the skill, the amount of training desired, the availability of tutors, the greed of the instructor, and the desire of the DM to remove excess cash from his campaign.

Weapon Proficiencies

A weapon proficiency measures a character's knowledge and training with a specific weapon. When a character is created, the player checks Table 34 to see how many weapon proficiency slots the character has. These initial slots must be filled immediately, before the character embarks on his first adventure. Any slots that aren't filled by then are lost.
Each weapon proficiency slot must be assigned to a particular weapon, not just a class of weapons. Each weapon listed in Table 44 (Weapons) requires its own proficiency; each has its own special tricks and quirks that must be mastered before the weapon can be handled properly and effectively. A fencer who is master of the epee, for example, is not necessarily skilled with a saber; the two weapons look similar, but the fighting styles they are designed for are entirely different. A player character could become proficient with a long bow or a short bow, but not with all bows in general (unless he devotes a proficiency slot to each individually). Furthermore, a character can assign weapon proficiency slots only to those weapons allowed to his character class.
As a character reaches higher experience levels, he also earns additional weapon proficiencies. The rate at which proficiencies are gained depends on the character's class. Warriors, who concentrate on their martial skills, learn to handle a great number of weapons. They gain weapon proficiencies quickly. Wizards, who spend their time studying forgotten magical arts, have little time to practice with weapons. They gain additional weapon proficiencies very slowly. Multi-class characters can use the most beneficial line on Table 34 to determine their initial proficiencies and when they gain new proficiencies.

Effects of Weapon Proficiencies

A character who has a specific weapon proficiency is skilled with that weapon and familiar with its use. A character does not gain any bonuses for using a weapon he is proficient with; the combat rules and attack chances assume that everyone uses a weapon he is proficient with. This eliminates the need to add a modifier to every die roll during battle.
When a character uses a weapon that he is not proficient with, however, he suffers a penalty on his chance to hit. The size of this penalty depends on the character's class. Warriors have the smallest penalty because they are assumed to have passing familiarity with all weapons. Wizards, by comparison, are heavily penalized because of their limited study of weapons. The modifiers for each class (which are taken as penalties to the attack die roll) are listed on Table 34.

Related Weapons Bonus

When a character gains a weapon proficiency, he is learning to use a particular weapon effectively. However, many weapons have similar characteristics. A long sword, bastard sword, and broad sword, while all different, are all heavy, slashing swords. A character who is trained with one can apply some of his skill to the others. He is not fully proficient with the weapon, but he knows more about it than someone who picks it up without any skill in similar weapons.
When a character uses a weapon that is similar to a weapon he is proficient with, his attack penalty is only one-half the normal amount (rounded up). A warrior, for example, would have a -1 penalty with a related weapon instead of -2. A wizard would have a -3 penalty instead of -5. Each weapon is considered its own category.

Weapon Specialization

Knowing how to use a weapon without embarrassing yourself is very different from being a master of that weapon. There are warriors, and then there are martial artists. An Olympic fencer is more than just an athlete; he can do things with his weapon that astound most fencers.
In the AD&D game, part of your character's skill is reflected in the bonuses he earns as he reaches higher levels. As your character advances, he becomes a wiser, more dangerous fighter. Experience has taught him to anticipate his opponents and to pounce on any advantage that presents itself. But this is a general, overall improvement, brought about by the warrior's sharpening senses and timing. It applies equally to all types of fighting.
Weapon specialization is an optional rule that enables a fighter or rogue to choose a single weapon and specialize in its use. Any weapon may be chosen. Specialization is normally announced (and paid for with weapon proficiency slots) when the character is created. But even after a player character earns experience, he can still choose to specialize in a weapon, provided he has the weapon proficiency slots available. In one way, a weapon specialist is like a wizard specialist. The specialization requires a single-minded dedication and training. Thus, multi-class characters cannot use weapon specialization; it is available only to single-class fighters or rogues.

Cost of Specialization

Weapon specialization is obtained by devoting extra weapon proficiency slots to the chosen weapon. To specialize in any sort of melee weapon or crossbow, the character must devote two slots--one slot to become proficient with it, and then a second slot to specialize in it. Any bow (other than a crossbow) requires a total of three proficiency slots: one for proficiency and two to specialize.

Effects of Specialization

When a character specializes with a melee weapon, he gains a +1 bonus to all his attack rolls with that weapon and a +2 bonus to all damage rolls (in addition to bonuses for Strength and magic). The attack bonuses are not magical and do not enable the character to affect a creature that can be injured only by magical weapons. Bow and crossbow specialists gain an additional range category: point blank. Pointblank range for bows is from six feet to 30 feet. Point-blank range for crossbows is from six feet to 60 feet. At point-blank range, the character gains a +2 modifier on attack rolls. No additional damage is caused, but Strength (for bows) and magical bonuses apply. Furthermore, if the character has an arrow nocked and drawn, or a bolt loaded and cocked, and has his target in sight, he can fire at the beginning of the round before any initiative rolls are made.
Fighters who specialize also gain extra attacks earlier than those who don't specialize. Bonus attacks for specialists are listed on the table below. The use of this table is explained in Chapter 9: Combat of the revised AD&D 2e Player Handbook. Bow specialists do not gain any additional attacks per round.

Nonweapon Proficiencies

A player character is more than a collection of combat modifiers. Most people have a variety of skills learned over the years. Consider yourself as an example--how many skills do you possess? If you have gone through 12 years of school, were moderately active in after-school programs, and did fairly well on your grades, the following might be a partial list of your skills:
  • English reading and writing
  • Geometry, algebra, and trigonometry
  • Basic chemistry
  • Basic physics
  • Music (playing an instrument, singing, or both)
  • Spanish reading and writing (or French, German, etc.)
  • Basic Shop or Home Economics
  • Typing
  • Driving
  • History
  • Basic biology
  In addition to the things learned in school, you have also learned things from your parents, friends, scouts, or other groups. You might be able to add any of the following toyour list:
  • Swimming
  • Hunting
  • Fishing
  • Canoeing
  • Sailing
  • Horseback riding
  • First aid
  • Animal training
  • Cooking Sewing
  • Embroidery Dancing
If you consider all your hobbies and all the things you have done, you probably know many more skills. In fact, if you make a list, you probably will be surprised by the large number of basic skills you have. And, at this point, you are (or were) still young! Now, having graduated from school, you get a job. Are you just a carpenter, mechanic, electrician, salesman, or secretary? Of course not; you are a lot more than just your job. All those things you learned in school and elsewhere are part of what you are. Shouldn't it be the same for your player character?
 
For a really complete role-playing character, you should know what your character can do. There are three different ways to do this: using what you know, using secondary skills, and using nonweapon proficiencies. Each of these increases the amount of detail that rounds out your character.
 

Using What You Know

This is used in The Shattered World to some extent. It basically equates to: Assuming your character is of 10 intelligence or higher, they have what would be considered 'basic knowledge'. They can probably read and write, do simple math, make a camp fire, etc. But that's where the similarities end. After that we introduce Nonweapon Proficiencies.
 

Nonweapon Proficiencies

The most detailed method for handling character skills is that of nonweapon proficiencies. These are much like weapon proficiencies. Each character starts with a specific number of nonweapon proficiency slots and then earns additional slots as he advances. Initial slots must be assigned immediately; they cannot be saved or held in reserve.
 
Nonweapon proficiencies are the most detailed way to handle the question of what the player character knows. They allow the player to choose from a broad selection and define the effects of each choice. Like the other methods, however, this system is not without drawbacks. First, nonweapon proficiencies are rigid. Being so defined, they limit the options of both the player and DM. At the same time, there will still be questions
unanswered by these proficiencies. Whereas before such questions were broad, they will now tend to be more precise and detailed. Secondly, using this system increases the amount of time needed to create a character. While the end result is a more complete, well-rounded person, setup time can take up to two or three hours. Novice players especially may be overwhelmed by the number of choices and rules.
 
Unlike weapon proficiencies, in which some weapons are not available to certain character classes, all nonweapon proficiencies are available to all characters. Some nonweapon proficiencies are easier for certain character classes to learn, however. The tables below list all nonweapon proficiencies. They are divided into categories that correspond to character groups. The proficiencies listed under each group can be learned
easily by characters of that group. A fifth category--"General"--contains proficiencies that can be learned easily by any character.  
Refer to the tables below. When a player selects a nonweapon proficiency from those categories listed under "Proficiency Groups" for his character's group, it requires the number of proficiency slots listed in the tables below. When a player selects a proficiency from any other category, it requires one additional proficiency slot beyond the number listed.

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