[net.games.frp] Unearthed Arcana & Weapon Specialization

abgamble@water.UUCP (abgamble) (08/04/85)

     In a recent Dragon magazine (#98), the Forum section had a letter
 from someone complaining about the new Weapon Specialization rules in
 Unearthed Arcana. He wrote that the new rules make Bow specialists far
 too powerful, and I have to agree totally. As it is now, a Bow     
 specialist standing 30 ft away is a *much* more formiddable opponent
 than a fighter trying to beat you with a bastard sword.

     I'd have to go further, though, and say that the rules for melee
 weapon specialization are unfair too. Consider a 1st level fighter
 with 18(65) strength and a +1 magic sword. If this fighter has taken
 double weapon specializtion then he suddenly becomes +6 to hit and
 +7 to damage. If we improve him a bit ( 18(95) str. and a +2 sword),
 he is then +7 to hit and +10 to damage! Those are extrordinary pluses
 for a *1stlevel* charactor to have. Not only that but he gets to swing
 twice every other round! Think of the poor cleric fighting beside him
 who does a max. of about 8 pts of damage. Not exactly a balanced game.
 Opponents strong enough to challenge the fighter, will slaughter the
 cleric.

 My solution to all of this is quite simple.
  
     1) For melee weapons - eliminate double specialization.

     2) For bows - At "point blank" range the specialist is +2 to hit
                and +2 to damage (instead of the current double damage).
         
     Using these changes, one arrow from a specialist would probably
 kill a zero level type, and with the extra attacks each round, the
 bow specialist is still quite powerful. Ditto for the melee spec.,
 but they are no longer walking destruction machines.

                                Bruce Gamble