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 enables a fighter, and certain specialty priests, 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 and specialty priests of certain deities.

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. 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.

Fighters who specialize also gain extra attacks earlier than those who don't specialize. Bonus attacks for specialists are listed on Table 35. Bow specialists do not gain any additional attacks per round.

Weapon Specialization and Weapon Groups

Although it is possible to become proficient in an entire group of weapons, a character can't specialize in an entire group of weapons.

Each weapon specialization costs one Weapon Proficiency Slot in a weapon the character is already proficient in. A character can't pay two points to be proficient in the Fencing Blades group and then another two to specialize in the same group; He'd have to take one-slot Specializations individually for Dagger/Dirk, Knife/Stiletto, Main-gauche, Rapier, and Sabre.

Let's say a character wants to know how to use every type of blade ever made, but he wants to be especially good with the Long Sword. As a first-level Warrior, he receives four Weapon Proficiency Slots to start with. He spends three to take Proficiency with the entire Blades broad group, and spends his fourth to specialize in Long Sword. He has his wish; He can pick up and use any blade weapon without penalty, but is particularly adept with the Long Sword.

Similarly, a character might wish to be proficient with all bows, and especially good with the Composite Long Bow. He spends two weapon proficiency slots to be proficient with the entire Bows tight group, and spends two more slots (because bows are trickier to specialize in) to specialize in Composite Long Bow. This character is at a disadvantage with any sort of weapon other than bows, but can use all bows, and is especially good with the Composite Long Bow.

Specializing in Fighting Styles

Fighters, priests, and rogues can spend weapon proficiency slots to specialize in fighting styles, not just weapons, or in addition to weapon specializations.

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