weapspec.html
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 (only) 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.
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. Assume, for the moment, that Rath the
dwarf decided to specialize with the warhammer. Two of his four proficiency
slots are thus devoted to the warhammer. With the two remaining, he can
become proficient with the short sword and short bow (for example).
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.
When a character who already has a specialization in a weapon spends
another weapon proficiency slot, he gains +3 bonus to all his attack rolls with
that weapon and a +3 bonus to all damage rolls (in addition to bonuses for
Strength and magic).
Bow and crossbow specialists gain an additional range category: point blank.
Point-blank 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 Table 35. The use
of this table is explained in Chapter 9: Combat. Bow specialists do not gain
any additional attacks per round.
Specialist Attacks Per Round:
Fighter Lasso and
Level Bow Staff Sling
1-6 2/1 1/1
7-12 3/1 3/2
13+ 4/1 2/1
Weapon Specialization:
Fighter Melee Light Heavy Thrown Thrown (Non-bow)
Level Weapon X-bow X-bow Dagger Dart Missile
1-6 3/2 1/1 1/2 3/1 4/1 3/2
7-12 2/1 3/2 1/1 4/1 5/1 2/1
13+ 5/2 2/1 3/2 5/1 6/1 5/2