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W EAPON MASTERY

by Luigi Castellani
"Meryn Trant?! The greatest swordsman who ever lived. . . killed by Meryn
f&@!$%g Trant?"
-Sandor "The Hound" Clegane

In the Labyrinth Lord™ core rulebook, a Master (a weapon you studied and you
character's class dictates what weapons a were already Proficient with)
character may use. The rules as they stand
Grand Master (a weapon you studied and
do not allow for different degrees of
you were already a Master with)
proficiency with weapons (except by level)
nor do they make great distinctions between Training Points
different weapon types (except for the
melee/missile divide and the charging/set At different levels (according to his or her
spear rules for the various polearms). class) a character gets Training Points to
spend on gaining greater proficiency in single
This article introduces a simple set of
weapon types. A character may Master a
optional rules by which Labyrinth Lords can
weapon he is Proficient with by spending one
include those missing elements. This is a
Training Point.In the same way, a Master can
longstanding tradition as many editions of the
improve his proficiency in a weapon and
original fantasy game have tried, in one way
become a Grand Master by spending one
or another, to do just the same.
Training Point. Training Points can be kept
Levels of Proficiency and need not be expended as soon as
received.
All characters are normally proficient with
all weapons allowed by their class (or race- Training Points by Class
as-class). Attack and damage rolls with these
Fighters (and subclasses such as rangers,
weapons are unmodified. In the basic
paladins, etc.) and demi-humans (if using
Labyrinth Lord™ rules, a character is either
race-as-class) gain one Training Point at 3rd
proficient with a weapon or he is not. A
level and another at each level divisible by
character not proficient with a weapon simply
three. Clerics and Thieves (and sub classes
cannot use it.
such as monks, druids, assassins, etc.) gain
But let's develop this idea further. This one Training Point at 4th level and another at
article envisions four levels of weapon each level divisible by four. Magic-Users (and
proficiency: subclasses such as illusionists, etc.) gain one
Unskilled (any weapon you are not allowed Training Point at 5th level and another at
each level divisible by five.
to use by your class)
Proficient (any weapon your class allows Multi-class Characters
you to use)
A Multi-class character (as specified in the
Advanced Edition Companion™) earns

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Training Points at the most advantageous move right to the next die for each bump
rate. So, a Fighter/Cleric or Fighter/MU earns received.
Training Points whenever he reaches a fighter
level that can be divided by three, while a Base Damage
Thief/Magic-User earns Training Points each 1- d2 - d3 - d4 - d6 - d8 - dlO - d12
time he reaches a Thief level that can be - 2d8 - 3d6 (+ld6 for each further Bump).
divided by four. Weapon attacks dealing multiple damage dice
(like Sd8, 4d4) simply add one additional die
Game Effects of the appropriate type for each bump.
Unskilled: The Labyrinth Lord may allow
characters to use weapons they are Unskilled Example: A character Proficient with a long
with by applying a -4 penalty to all attack sword dealsld8 hit points of damage plus
rolls made with that weapon. Clerics and modifiers. At Master rank with a long sword,
Druids (and other characters whose use of the character deals dlO hit points of damage
weapons is restricted by faith, ethics, arcane plus modifiers. At Grand Master rank, the
pacts or other reasons) may suffer additional character deals d12 hit points of damage per
penalties as the Labyrinth Lord deems attack plus modifiers.
appropriate.
Proficient: Any weapon your class allows
Shield Proficiency
may be used with no penalty. Shields are usually considered defensive
Master: A weapon Master receives a +1 gear, but are in fact a kind of weapon as well.
bonus to attack rolls when employing a A character can use a shield to bash an
weapon he has Master rank proficiency with. enemy. The damage inflicted is d3, but the
In addition, all damage he causes with the character loses the AC bonus from the shield
weapon receives a 1 step bump (see below). until the next round when the shield is used
He may also execute one Signature Move as a weapon.
(see below) of his choice with the weapon. fI the Labyrinth Lord is using the Two-
The Signature Move must be selected as soon Weapon Fighting rules from the Combat
as the character gets the Master rank and Options section of the Advanced Edition
may never be changed. Companion™ rules, a shield can be
Grand Master: A weapon Grand Master considered a secondary weapon (so the
receives an additional +1 bonus to attack character may either attack with his primary
rolls and an additional 1 step bump to weapon, with his shield, or with both in one
damage rolls when employing a weapon he round) and all damage inflicted is subdual
has Grand Master rank proficiency with.In damage.
addition, he may execute one additional Masters and Grand Masters in the shield
Signature Move (see below) of his choice with that do not opt to use the shield for attack
the weapon. The Signature Move must be may improve their AC by an addition +1 and
selected as soon as the character gets the +2 points respectively.
Grand Master rank and may never be
changed. Further Optional Rules
Damage Step Bumps Individual Labyrinth Lords must make up
their minds on the following suggestions (as
Whenever a character receives a damage with the above ones).
step bump, this simply means an increase in
-A character may be allowed to learn
damage dice for the weapon employed. Find
Proficient rank in a weapon they are Unskilled
the base damage inflicted by the weapon
with by spending 1 Training Point, however,
your character is using in the row below. Now
this in itself constitutes a breech of vows for

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Clerics as does any use he makes of the Flex: The flex Signature Move allows the
prohibited weapons from that moment character to ignore AC modifiers due to
onward. shields.
-Some Labyrinth Lords may want to grant Handy: The character can use this missile
Fighter characters (and only single-class weapon even if within 5' of an engaging
Fighters-no Paladins, Rangers, multi-class enemy.
characters, etc.) one Training point at 1st
Parry: Whenever the character declares a
level. parrying action (see the Advanced Edition
-"Hey, but they already have Companion™), he or she may attempt to
magic/extras": only single-classed Fighters deflect one incoming melee or missile attack
and Thieves (and their relative subclasses in per round. On a successful saving throw vs.
the Advanced Edition Companion™) get death, the attack is deviated and deals no
access to Weapon Mastery and Training damage.
points. If playing with the basic Labyrinth
Pierce: On a natural attack roll of 20, the
Lord™ rules, all demihumans have access to
attack inflicts maximum damage.
Weapon Mastery at the usual rates.
Precision: The character may add his
Signature Moves Dexterity modifier to both to-hit and damage
rolls. This replaces the Strength modifier for
Each weapon type can be used by Masters
melee weapons.
and Grand Masters to execute certain special
tricks called Signature Moves. Whenever a Push: Target is either knocked down or
character learns a Signature Move with a knocked back 10' on a natural attack roll of
weapon he may choose one from those 20 (no saving throw allowed). Does not affect
allowed by the weapon type of choice. Each creatures that are twice the size of the
Signature Move can only be chosen once. character.
Whenever a Master or Grand Master rolls a Range: All the weapon's ranges are
20 and multiple Signature Moves could apply, improved by 10' if thrown (dagger, stone,
he or she gets to choose which Signature javelin, axe, etc.), or 20' (bow, crossbow,
Move to apply. sling, etc.).
Armor Breaker: On an unmodified attack Skewer: On a natural 20, the enemy has
roll of 20, the character either breaks the the weapon struck inside its body. As long as
enemy's shield or reduces its AC by 1 (this the weapon is not removed, the skewered
only works on armored enemies). target moves at half speed only. Any action
or movement taken causes great pain and an
Bash: Target is stunned for its next action
additional 1 hit point of damage (this is also
round on a roll of a natural 20 (no saving
enough to disrupt any concentration or spell
throw allowed). Does not affect undead,
casting). The weapon can be forcefully
jellies, golems or otherwise non-living
removed in one round, but the target suffers
monsters.
an additional 1d4 damage points.
Cleave: Whenever the character downs an
Thrown: The weapon may be thrown with
enemy in melee(either by reducing its hit
a range of 10'/20'/40'.
points to O or because the attack somehow
knocks the enemy to the side or to the Wrest: The enemy's shield or weapon (or
ground), he gets one free attack on another another held item) is knocked away on a
enemy within 5' of him. This works only once natural attack roll of 20 and flung 10 feet in a
per round. random direction.

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Weapon Signature Moves by Type

Axe, Battle Javelin Sling


{Bash/Cleave/Push) {Range/Precision/Skewer) {Range/Bash)

Axe, Hand Lance Spear


{Cleave/Range) {Bash/Pierce/Skewer/Push) {Pierce/Skewer/Precision/Range)

Club Longbow Sword


{Bash/Precision(Thrown) {Bash/Range/Pi erce/Skewer) (Cleave)

Crossbow, Heavy Mace Sword, Bastard


{Bash/Range/Pierce/Skewer) {Bash/Precision) {Bash/Cleave/Push)

Crossbow, Light Morningstar Sword, Short


{Handy/Range/Pierce/Skewer) {Bash/Armor Breaker/Push) {Precision(Thrown)

Dagger Pick, Heavy Sword, Two-Handed


{Handy/Precisi on) {Bash/Armor Breaker/Push) {Bash/Cleave/Push)

Dart Pick, Light Trident


{Handy/Range) {Armor Breaker/Precision) {Pierce/Skewer/Precision/Range)

Flail Pole Arm Shields


{Bash/Flex/Wrest) {Pierce/Skewer) {Parry/Precision)

Flail, Heavy Quarterstaff Unarmed


{Bash/Flex/Wrest/Push) {Bash/Cleave/Push) {Bash/Push)

Hammer, Light Scimitar Whip


{Bash(Thrown/Precision) {Cleave) (Flex/Wrest)
Siege Weapons
Hammer, War Shortbow
(Bash/Range/{add Skewer to
{Bash/Push) {Range/Pierce/Skewer) Ballistas)

Monsters and Proficiency shamans and witch-doctors too, if their level


is high enough, see the AEC) SHOULD be
Some humanoid monsters are indeed granted Master rank if these rules are used,
intelligent enough to wield weapons and also or even Grand Master rank if their HD number
get better with them. But who should be is 6 or more.
allowed to access weapon mastery ranks?
This is not rocket science. You'll have to go
Certainly not rank and file goblins, kobolds or
by your instinct and trust your judgment.
gnolls.
Personally, Iwould certainly give Master rank
Elite type humanoids (like small group in one weapon to a 4 HD ore tribal chief, but
leaders or elite bodyguards) may be allowed I'd have to have a good reason to give any
Master Rank in their weapon of choice. kind of Mastery rank to a baseline minotaur.
Humanoid kings and tribal leaders (but

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