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mikie
Seeker

USA
73 Posts

Posted - 03 Jul 2016 :  14:33:37  Show Profile Send mikie a Private Message  Reply with Quote  Delete Topic
Well met all. Starting a new campaign and had the group roll up characters. I have one player who wants to be a priest of Tempus. He wants to specialize in punching. (We're using 2nd edition rules.) So he thinks that because he's specialized he can have 2 attacks every round. I disagree because he's a priest and not a fighter. Am I right or wrong? Any suggestions would be helpful. Thanks!

Wooly Rupert
Master of Mischief
Moderator

USA
36845 Posts

Posted - 03 Jul 2016 :  16:55:27  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by mikie

Well met all. Starting a new campaign and had the group roll up characters. I have one player who wants to be a priest of Tempus. He wants to specialize in punching. (We're using 2nd edition rules.) So he thinks that because he's specialized he can have 2 attacks every round. I disagree because he's a priest and not a fighter. Am I right or wrong? Any suggestions would be helpful. Thanks!



According to the 2E Complete Fighter's Handbook, he's right (assuming you allow that source).

I can't reference page numbers; I'm looking at the RTF of the book that came with one of the rules CDs. It's all under the "Punching, Wrestling, and Martial Arts" section. Emphasis mine, in both quotes.

quote:
If a character spends one Weapon Proficiency on Punching, thus taking specialization with Punching, he gains the following benefits:
He gains a +1 bonus to all his attack rolls when punching;
He gains a +1 bonus to all damage when punching;
He gains a +1 chart bonus with all punching attacks;
He gains one additional punching attack per combat round (both hands must be free, holding nothing, for the character to gain this benefit); and
If the character wishes, when he pulls his punch, he can also refuse to do the +2 damage that specialization gives him.


And it also says
quote:
Any character of any class can Specialize in Punching or Wrestling

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Edited by - Wooly Rupert on 03 Jul 2016 16:57:00
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Rymac
Learned Scribe

USA
315 Posts

Posted - 03 Jul 2016 :  16:57:24  Show Profile  Visit Rymac's Homepage Send Rymac a Private Message  Reply with Quote
Priests of Tempus could probably be the exception (especially if you are using the specialty class from Faiths and Avatars), but to my recollection only fighters could have specialization. Of course, with all the players options books of 2nd edition, you could get around that if you use them.

If you go the fighter route, and use the players option combat/tactics book, there are options for multiple levels of specialization and mastery, not to mention suggestions for creating alternate combat styles, both armed and unarmed.

Edit: I totally forgot about The Complete Fighters Handbook that Wooly brings up!

- Ryan

Edited by - Rymac on 03 Jul 2016 17:01:38
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Artemas Entreri
Great Reader

USA
3131 Posts

Posted - 03 Jul 2016 :  17:06:59  Show Profile Send Artemas Entreri a Private Message  Reply with Quote
I think the 2E PHB fighter only specialization rule was meant for hand-held weapons only. As the DM it's ultimately your call.

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Artemas Entreri
Great Reader

USA
3131 Posts

Posted - 03 Jul 2016 :  17:09:33  Show Profile Send Artemas Entreri a Private Message  Reply with Quote
Pg. 61 of the Fighter's Handbook says fighters can specialize in punching/wrestling/martial arts, but it says nothing about priests doing this.

Some people have a way with words, and other people...oh, uh, not have way. -Steve Martin

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Rymac
Learned Scribe

USA
315 Posts

Posted - 03 Jul 2016 :  17:53:42  Show Profile  Visit Rymac's Homepage Send Rymac a Private Message  Reply with Quote
Wooly's right. His quotes come from pages 74 and 75 of The Complete Fighters Handbook.

- Ryan
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Ayrik
Great Reader

Canada
7989 Posts

Posted - 03 Jul 2016 :  19:53:06  Show Profile Send Ayrik a Private Message  Reply with Quote
Other PHBR books have a few fighter-like kits which can use Fighter THAC0 or Fighter weapon proficiencies or Fighter weapon/style specializations. I would assume that if such kits explicitly mention these details then other-kit or no-kit characters shouldn't have these advantages. I would also assume that a battle priest of Tempus would be the sort which specializes in violence, especially any sort of violence which involves holy Spiked Gauntlets or blessed Chosen Weapons, etc.

The Priest's Handbook is by far the worst-written of the PHBR bunch. It does have a martial-arts Monk kit built around the sloppy vague unarmed combat rules presented in the PHB and other PHBR books. But it sucks as bad as any other so-called kit in this book. It's as gutless or as munchkin as the DM allows, based entirely on how the unarmed combat rules are interpreted. (Your player sounds a wee bit munchkin to me, he wants a platemail-wearing dual-wielding fighter with a ton of free skills who is capable of casting tons of combat spells. I think he should be forced to strictly abide by Specialty Priest of Tempus rules described in the 2E Forgotten Realms Adventures sourcebook or any one of the several Deities/Faiths/Pantheons sourcebooks. But that's just my opinion.)

I think the 2E Player's Option: Skills & Combat book is your best bet. It has a comprehensive rework of all the combat skills and mechanics, including the 2E version of the excellent 1E Oriental Adventures martial arts rules. Following the rules in PO:S&K, a Level 1-6 Fighter would receive 2 attacks per round = 1 attack (like everyone else), +1/2 attacks from using two hands (armed or unarmed, whatever), plus +1/2 attacks from specialization (be it with weapon or unarmed, assuming specialization or specializations in both). This book also presents rules for limited "specialization" paths available to all non-Fighter classes.

And characters of any type can always gain some uniqueness or flexibility by a liberal interpretation of something from the PHB proficiency rules: any character can take any non-weapon or weapon proficiency which isn't normally available to his class (or subclass or race or kit) group at double the normal cost in slots. You might be able to use this ruling to allow the wildest player ideas while still imposing some limits and tradeoffs.

[/Ayrik]
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