Post by CJ on Feb 12, 2008 2:09:32 GMT -5
Weapon Proficiencies are required to attack normally or use any kind of technique that isn't a straight spell. The distinction is slightly fuzzy, but generally, if it uses Power as the base stat, it's not a straight spell and requires some kind of proficiency.
The standard penalty for trying to use a weapon you aren't proficient in, or using a weapon in a strange way that it isn't generally designed to be used, is as follows. -20 Accuracy, halved Weapon Damage. This is called the 'Standard Nonproficiency Penalty'. Nonproficiency penalty stacks endlessly for every element of your weapon that you are nonproficient in.
Also part of the nonprof penalty is the fact that you cannot use nonproficienty weapons in any technique. You may use them in spells if applicable, but that is it.
The first level of weapon proficiency you EVER take costs 1 Slot, but all further upgrades and all further new profs take half of one. The first level of an average weapon prof just removes the nonprof penalty when using that weapon. Further levels, "Advanced Proficiencies", will increase your specs in various ways while using that kind of weapon. The more specific an Advanced Proficiency is, the more powerful the boost will be.
The advancement of an advanced prof proceeds as follows. It's somewhat confusing to explain, but very simple once you understand the underlying principle.
Level 1 - Nothing special. You can use that weapon without nonprof penalty, and you can use specials utilizing that weapon.
Level 2 - You decide between a boost to Weapon Power or a boost to Accuracy when using that weapon.
Level 3 - You again decide between a boost to Weapon Power or a boost to Accuracy when using that weapon. If you choose the same boost as you did at level three, then this boost will be one point smaller.
Level 4 - You decide one last time between a boost to Weapon Power or a boost to Accuracy. If you chose the same thing on 2 and 3, you MUST choose the other one at this level, and the boost will be the standard amount depending on "specificness" of the prof's aim. If you didn't, then you can choose either again, and like before, the boost will be slightly smaller.
Basically, every level after the first you upgrade your effective Accuracy or the effective Weapon Damage of the weapons that prof uses. You can only use two levels on either of the factors, and the second level you give will be 1 point lower than the first one.
The increases are;
+3 for General profs (A one word weapon type. The exception is "Thrusting Sword", which is still 'General' despite having a descriptor)
+4 for Specific Profs (Which must be two words, one describing the other, or a specific model of that kind of sword)
+5 for Super Specific profs (Which must be the name of a specific specimen of the weapon type)
Remember, the second boost to the same stat is one lower, but stacks with the previous.
Examples;
General: Sword, Axe, Club, Hammer, Staff, Whip, Bow, ect
Specific: One-handed Sword, Two-handed Sword, Estoc, Epee, Single-Edged Sword, Double-Edged Sword, Fist Weapon, Kick Weapon.
Super Specific: Masamune, Master Sword, Excalibur, Martial Arts (Unarmed), Grappling
Note that Martial Arts (unarmed) and Grappling are considered 'Super Specific', since both weapons utilize only your own body. Also of course remember that boosts to Martial Arts damage add Bludgeoning damage. Boosts to Grappling "damage" add to the Power Stat when rolling break out attempts. For more on Grappling, check the Battle section.
The standard penalty for trying to use a weapon you aren't proficient in, or using a weapon in a strange way that it isn't generally designed to be used, is as follows. -20 Accuracy, halved Weapon Damage. This is called the 'Standard Nonproficiency Penalty'. Nonproficiency penalty stacks endlessly for every element of your weapon that you are nonproficient in.
Also part of the nonprof penalty is the fact that you cannot use nonproficienty weapons in any technique. You may use them in spells if applicable, but that is it.
The first level of weapon proficiency you EVER take costs 1 Slot, but all further upgrades and all further new profs take half of one. The first level of an average weapon prof just removes the nonprof penalty when using that weapon. Further levels, "Advanced Proficiencies", will increase your specs in various ways while using that kind of weapon. The more specific an Advanced Proficiency is, the more powerful the boost will be.
The advancement of an advanced prof proceeds as follows. It's somewhat confusing to explain, but very simple once you understand the underlying principle.
Level 1 - Nothing special. You can use that weapon without nonprof penalty, and you can use specials utilizing that weapon.
Level 2 - You decide between a boost to Weapon Power or a boost to Accuracy when using that weapon.
Level 3 - You again decide between a boost to Weapon Power or a boost to Accuracy when using that weapon. If you choose the same boost as you did at level three, then this boost will be one point smaller.
Level 4 - You decide one last time between a boost to Weapon Power or a boost to Accuracy. If you chose the same thing on 2 and 3, you MUST choose the other one at this level, and the boost will be the standard amount depending on "specificness" of the prof's aim. If you didn't, then you can choose either again, and like before, the boost will be slightly smaller.
Basically, every level after the first you upgrade your effective Accuracy or the effective Weapon Damage of the weapons that prof uses. You can only use two levels on either of the factors, and the second level you give will be 1 point lower than the first one.
The increases are;
+3 for General profs (A one word weapon type. The exception is "Thrusting Sword", which is still 'General' despite having a descriptor)
+4 for Specific Profs (Which must be two words, one describing the other, or a specific model of that kind of sword)
+5 for Super Specific profs (Which must be the name of a specific specimen of the weapon type)
Remember, the second boost to the same stat is one lower, but stacks with the previous.
Examples;
General: Sword, Axe, Club, Hammer, Staff, Whip, Bow, ect
Specific: One-handed Sword, Two-handed Sword, Estoc, Epee, Single-Edged Sword, Double-Edged Sword, Fist Weapon, Kick Weapon.
Super Specific: Masamune, Master Sword, Excalibur, Martial Arts (Unarmed), Grappling
Note that Martial Arts (unarmed) and Grappling are considered 'Super Specific', since both weapons utilize only your own body. Also of course remember that boosts to Martial Arts damage add Bludgeoning damage. Boosts to Grappling "damage" add to the Power Stat when rolling break out attempts. For more on Grappling, check the Battle section.