Fighter Rules. Specialist, Double Specialists, and Non-Specialists
Time to make higher level fighers worth it in 2E D&D
Fighters - Players handbook page 26.
Specialization is discussed on PHB page 52.
"The single class fighter is the only class that can specialize." (Player's handbook page 26)
"But even after a player character earns experience, he/she can still choose to specialize in other weapons, 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." (Player's handbook page 52).
To aid fighters in later level advancement and help maintain their necessities in higher level parties some rules regarding specialization need to be updated. This includes multi weapon specialists and double specialization. It will also include better bonuses for the specialization of some missile weapons (bows) and use of additional proficiencies to increase bonuses for multi-class fighters and other classes.
Specialization (single class fighters only):
1. Adds plus one (+1) to hit, and plus (+2) to damage
2. Damage modifier not available to crossbows.
3. Costs one (1) additional weapon proficiency (it takes 2 slots)
4. One available at first (1st) level, second must be taken third level or later.
5. Can be done with a total of two (2) different weapons. Punching and wrestling does not count as a specialization choice.
6. Cannot be dropped or changed for different weapons.
7. The plus to hit number is also subtracted from the weapons speed factor (-1). Speed factor cannot be less then one (1).
Double specialization (single class fighters only):
1. Adds plus two (+1) to hit, and plus one (+1) to damage (total of +2 to hit +3 to damage).
2. Damage modifier not available to crossbows.
3. Costs one (1) additional weapon proficiency slot (it takes a total of three (3) slots).
4. Available at third (3rd) level.
5. Can only be done with one (1) of the specialized weapon choices.
6. Cannot be dropped or changed for different weapons.
7. The plus to hit number is also subtracted from the weapons speed factor (-2). Speed Factor cannot be less then one (1).
8. The number of attacks per round is increased; please the double specialization table below.
Using additional weapon proficiencies to gain bonuses to weapons (All classes):
1. Adds +1 to hit OR +1 to damage (player's choice)
2. Available starting at third (3rd) level.
3. Costs one (1) additional weapon proficiency slot (total of 2).
4. Can be done with any weapon, with normal limitations due to class or race.
5. Damage modifier is not available with crossbows.
6. Available to single class fighters if choosing not to specialize, or after all specialization slots have been filled.
7. Cannot be dropped or changed for different weapons.
8. A maximum of two (2) additional slots may be taken for each weapon for a total bonus of +2.
9. If the bonus is taken has a plus to hit the bonus is also subtracted from the weapons speed factor. Speed Factor cannot be less then one (1).
10. This cannot be taken in addition to specialization, only on non-specialized weapons.
The long bow was the great weapon of the middle ages until gunpowder and cannons replaced it. Crossbows were easy to learn how to use and provided superior range. I have noticed a tendency to not use these weapons to there fullest due to some poor rules in the player's handbook. I hope that these will make the weapons widely used by fighters in my campaign world again.
New combat modifiers for ranged weapons, bows, and crossbows:
1. Bows will now gain specialist bonuses as the other weapons listed above; the damage modifier is not used for crossbows.
2. Bows gain all strength modifiers like melee weapons, up to a strength score of 16. Any modifiers for higher score require specialized equipment (strength bows) that cost on average ten to one hundred (10-100) times the price of normal bows (this depends on material availability and should be a minimum of twenty times the price when above an 18 strength). Strength crossbows are not available, and strength modifiers do not affect crossbows.
3. Double specialists in bow retain the point blank category listed on page 52. Six to thirty (6'-30') feet for bows and six to sixty (6'-60') feet for cross bows. But instead of a plus two (+2) to hit modifier they will inflict double damage on a successful to hit role.
4. Bows, and cross bows cannot be used at any range less the 6 feet, unless an arrow is already nocked or loaded. If the arrow is nocked or a crossbow is loaded and fired at an opponent less then six (6') feet away the penalty for this is minus (-2) to hit. The double damage modifier still applies.
5. Crossbow single specialists gain a plus one (+1) to their range categories.
6. Double specialist gain additional bonuses to the range categories listed on page sixty-nine (69) of the player's handbook. Add a total of plus one (+1) to all range categories for bows and plus two (+2) for all range categories for cross bows.
7. Double specialists in bows gain trick shooting with the following modifiers (these are listed on page 73-74 of the elves handbook):
8. Quick shooting: Minus two to hit (-2) per arrow over the normal amount fired per round, this can only be done until initiative of ten (10) is reached, add on your modified speed factor to your rolled initiative to each arrow fired in a round.
9. Stapling: Pin opponents clothing to a nearby object. Minus four (-4) to hit plus one (+1) to initiative. Pinned targets have a minus two (-2) to armor class and must spend one round to pull free. If the target chooses not to spend a round to pull free, it will automatically be freed at the end of the third (3rd) round.
10. Double arrow: Can hit one or two targets within a sixty-degree (60°) arc. If atting one target subtract one (-1) to hit, plus add one (+1) to initiative. If two (2) targets are selected the penalty increases to minus two (-2) to hit and plus two (+2) on initiative. If this attack is chosen no more then one additional attack with the bow may be made in the round it is used.
11. The foot shot: minus one (-1) to hit, plus one (+1) to damage. This uses the foot and leg to push the bow while holding the string and arrow with a hand. The character must have one hand and foot free and a place to sit. When firing like this the maximum number of attacks per round is halved.
12. Trick shots: Like knocking a hat off a moving target, or attempting a close warning shot can be made with a minus four (-4) to hit and a plus one (+1) to initiative.
13. Tree hanging shot is not available, unless used by an elf.
14. The number of attack per rounds will now be increased for specialists, please see the charts below for information.
Table 35: Specialist attacks per round (modified with new Bow rules, see below) (Player's handbook page 52).
Specialist Rule Mod Table 1: Single Specialists | |||||||
Fighter Level | Melee Weapons | Light Crossbow | Heavy Crossbow | Thrown Daggers | Thrown Darts | Other (Non-Missile) | Bow |
1 to 6 | 3/2 | 1/1 | 1/2 | 3/1 | 4/1 | 3/2 | 5/2 |
7 to 12 | 2/1 | 3/2 | 1/1 | 4/1 | 5/1 | 2/1 | 3/1 |
13+ | 5/2 | 2/1 | 3/2 | 5/1 | 6/1 | 5/2 | 7/2 |
Specialist Rule Mode Table 2: Double Specialists | |||||||
Fighter Level | Melee Weapons | Light Crossbow | Heavy Crossbow | Thrown Daggers | Thrown Darts | Other (Non-Missile) | Bow |
1 to 6 | 2/1 | 3/2 | 1/1 | 4/1 | 5/1 | 2/1 | 3/1 |
7 to 12 | 5/2 | 2/1 | 3/2 | 5/1 | 6/1 | 5/2 | 7/2 |
13+ | 3/1 | 5/2 | 2/1 | 6/1 | 7/1 | 3/2 | 4/1 |