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Old 09-02-2024, 09:46 PM   #1
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default Weapons expertise for swords

I notice there's an odd disadvantage for beginning sword users. Weapons expertise "does not include fencing weapons" (ITL 41). Since expertise requires DX 12 and IQ 11, the highest ST for a beginning weapons expert is 9, ignoring odd exceptions to the 32 point character. Hence, one cannot create a 32pt. character with sword expertise, though he can create an Ax/Mace expert or Polearm expert.

Now, I know some people don't want starting characters to be experts, but that's another matter. The question is whether this disadvantage for the sword user makes sense.

On the one hand, it seems a bit odd. A sword expert using a rapier wouldn't be as good as the fencer, though as he adds ST, he becomes better. Why should Polearm users and Ax/mace users have a path to expertise for a starting character, but Sword users either wait until later and spend 1500XP to gain expertise or start with Fencer, which limits their damage significantly?

On the other hand, Sword users already have a significant advantage over Ax/mace schmucks. They get Dagger for free. So, maybe it's okay to cheat them when it comes to expertise.

I hadn't really thought about this issue and I don't think we've discussed it here. Do y'all use the rule that sword expertise does not apply to sabers or rapiers?

Just curious.
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