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weapon_proficiency [2019/12/30 05:11] – [Melee Blunt Proficiency] dungeonmasterweapon_proficiency [2020/08/31 20:54] (current) – dungeonmaster
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 [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[skills|Skills]] > [[knowledge|Knowledge]] [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[skills|Skills]] > [[knowledge|Knowledge]]
  
-====== Weapon Proficiency ======+====== Weapons and Warfare ======
  
-Weapon Proficiency signifies that a character has chosen a path to train in the use of weapons. That isn't to say that they can't choose to train in the Arcane, Diving, and Martial Arts as well, but generally Skill Points make it prohibitively expensive to vary one's training too much and still make the most of the specialties available beneath it.+Weapons and Warfare signifies that a character has chosen a path to train in the use of weapons and in the art of making war. That isn't to say that they can't choose to train in the Arcane, Divine, and Martial Arts as well, but generally Skill Points make it prohibitively expensive to vary one's training too much and still make the most of the specialties available beneath it.
  
 ===== Basic Abilities ===== ===== Basic Abilities =====
  
 ^ Parry | Using a defensive action, a character can parry an attack with a successful Strength or Coordination check (whichever is worse), assuming the weapon would be capable of parrying an attack. Cost is 2 mana. | ^ Parry | Using a defensive action, a character can parry an attack with a successful Strength or Coordination check (whichever is worse), assuming the weapon would be capable of parrying an attack. Cost is 2 mana. |
 +
 +==== Military Tactics ====
 +
 +Characters with this knowledge are assumed to have had military training, either as a soldier or in a militia or army. They have learned various techniques to take advantage of cases where they have superior numbers as well as when they are vastly outnumbered. All attacks when allies are present are made with a +1 die advantage. All defenses vs force attacks are made with a +1 die advantage as well when allies are present. This advantage is nullified if the character cannot communicate with allies either visually or verbally.
 +
 +  * **Prerequisites:** None
 +  * **Skill Point Cost to Learn:** 2
 +  * **Mana Cost:** 1 / round
  
 ===== Disciplines ===== ===== Disciplines =====
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 ==== Melee Blunt Proficiency ==== ==== Melee Blunt Proficiency ====
  
-The dice a character adds to their melee blunt proficiency adds a die to all weapons of this category including maces, hammers, flails, staves, etc.+The dice a character adds to their melee blunt proficiency adds a die to all weapons of this category including maces, hammers, flails, staves, clubs, etc. This also includes most improvised weapons used in melee.
  
 ==== Ranged Slashing Proficiency ==== ==== Ranged Slashing Proficiency ====
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 ==== Ranged Blunt Proficiency ==== ==== Ranged Blunt Proficiency ====
  
-The dice a character adds to their ranged blunt proficiency adds a die to all weapons of this category including slings, bolas, etc.+The dice a character adds to their ranged blunt proficiency adds a die to all weapons of this category including slings, bolas, etc. This also includes most improvised weapons used with range, such as hurling rocks.
  
 ==== Pole-Arm Proficiency ==== ==== Pole-Arm Proficiency ====
  
-The dice a character adds to their pole-arm proficiency adds a die to all weapons of this category including halberds, lances, etc.+The dice a character adds to their pole-arm proficiency adds a die to all weapons of this category including halberds, lances, spears wielded as a melee weapon, etc.
  
 ==== Dual Wielding ==== ==== Dual Wielding ====
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 | Fifth | +2 Dice | +2 Dice | | Fifth | +2 Dice | +2 Dice |
  
-==== Blindfighting ==== +==== Mounted Combat ====
- +
-Characters can fight blind, of course, but not without a severe penalty. A non-proficient blindfighter would receive a penalty of four dice. +
- +
-Instead of following the standard dice put towards the blindfighting ability, the degrees based on those dice are used exclusively. (i.e. there is no benefit to putting two dice toward blindfighting except that it gets a character closer to second-degree) +
- +
-A first-degree blindfighter would fight at only a -2 dice penalty. At second degree, a one die penalty. At third degree, they fight as well blind as they do being able to see. And at fourth degree and beyond, they can take advantage of an opponent's lack of sight and inability to feint versus their own heightened senses and begin to gain bonuses of two dice per degree.+
  
-^ Degree ^ Dice ^ 
-| Non-Proficient | -4 | 
-| First | -2 | 
-| Second | -1 | 
-| Third | 0 | 
-| Fourth | +2 | 
-| Fifth | +4 | 
  
 ==== Retaliation ==== ==== Retaliation ====
  
 Any attack which strikes a character can be retaliated using a free action up to one retaliation per round per skill degree with a character’s own melee attack assuming the character can reach their opponent with an attack of their own. This doesn't have to be an attack in kind, i.e. a melee attack for a melee attack. This costs one mana per retaliation. Any attack which strikes a character can be retaliated using a free action up to one retaliation per round per skill degree with a character’s own melee attack assuming the character can reach their opponent with an attack of their own. This doesn't have to be an attack in kind, i.e. a melee attack for a melee attack. This costs one mana per retaliation.
weapon_proficiency.1577682692.txt.gz · Last modified: by dungeonmaster