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Question on Weapon Specialization

I can't make head or tales of table 35 in the manual on Specialist attacks per round, can someone please explain it to me Specialist Attacks Per Round Other Fighter Melee Light Heavy Thrown Thrown (Non-bow) Level Weapon X-bow X-bow Dagger Dart Missiles 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
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Stephen S.
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1st level fighter who specializes in a long sword would get 1 attack the first round (1/1) and 2 attacks the second round (2/1)... so 3 attacks in 2 rounds (3/2.) At 7th level the same fighter would gain 1 additional attack... so now it is 2 attacks every round (2/1.) If another fighter specialize in a heavy crossbow, at 1st level it would take the fighter two rounds to load and fire. So first round load and no attack (0/1) and the second round fire (1/1) for a rate of one attack every 2 rounds (1/2.) But by 7th level the fighter could load and attack in the same round (1/1.) A dart throwing fighter would be zipping them at a rate of four per round (4/1) until level 7 and the a rate of five per round (5/1) make sense?
yeah now its crystal clear, so a fighter would attack once in the first round, then get two attacks in the second with a melee weapon. They really should have explained this table better in the Manual, thanks a lot.
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Stephen S.
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Bingo... not to worry... its explained poorly to keep the image of being "advanced."
They spend so much time setting the scene of their own manual that they rarely actually explain what is in it, I'm constructing a condensed rule doc just so I can GM properly
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Stephen S.
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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 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. 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. 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. 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.
That was a useful little thing, thanks.
I have one more question on specializations, but this is for non Weapons, what does CP and initial rate mean for a non weapon proficiency?