First Edition Advanced Dungeons & Dragons™ Character Creation
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Weapon Specialization
  Certain character classes may specialize in a weapon.  This is distinguished from a weapon of choice, which has specific class-defined bonuses on use.  Specialization entails selecting a weapon to spend at least two and at most three proficiency slots on in order to gain special benefits.  These are described here.

  The decision to specialize must be made during character creation, and the slots spent at this time; the only exception to this is that the Samurai, who must specialize in the Katana at this time, does not need to spend any slots at all in the Daikyu, although he must become proficient in that weapon before level 3, and may specialize in it whenever he is able to invest the additional slots.  Only these character classes may specialize:  Bushi, Fighter, Knight of Solamnia, Ranger, and Samurai.

  A character may spend 2 slots on any one melee weapon.  This will make him +1 to hit, +2 to damage, with 1.5 attacks per round.  Now or at any later time the character may invest a third slot in this weapon, except for pole arms and two-handed swords, to become +3 to hit, +3 to damage.

  A character may specialize in any bow (distinguished from a crossbow) by investing 3 slots in it now.  This will create a 30' Point Blank range of +2 to hit, +2 to damage, and double damage.  Any remaining short range beyond 30' is at +1 to hit, +1 to damage.  The character gets 2 attacks per round, and if his arrow is nocked, drawn, and aimed in advance, may fire it prior to an initiative determination.  (There is a MyWorld interpretation of the rules concerning an oriental weapon of quality which is a bow.  Since such a weapon is defined as extending each range category distance to the value of the next, point blank range bonuses would apply into the short range, and short range bonuses into the middle range, when such a weapon is used by a specialist.)

  A crossbow or pellet bow specialization requires 2 slots, and gains the Point Blank range of 60' at +2 to hit and +2 to damage and double damage, as well as +1 to hit and +1 to damage at any remaining short range.  Further, the specialist is +1 to hit (only) at medium range.  If the weapon is readied and aimed, the specialist fires before the initiative check.  The first level specialist does not receive increased attacks, firing only once per round (or once every other round for the heavy crossbow and pellet bow), but this does increase at higher levels.  It is not possible to spend three slots on these weapons.

  Other missile weapons give the specialist +1 to hit and +2 to damage for two proficiencies.  It is not possible to spend three slots on these weapons.  The number of attacks varies with the size and design of the weapons, but only the slowest (such as lasso and staff sling) fire only once in the round.

  With all specializations, the number of attacks per round increases slightly at level 7, and again at level 13, making the specialist faster than another character of the same level.

  It must be stated that under the MyWorld rules, characters may learn special weapon maneuvers, 'trick shots' which enable them to perform stunts and assist them in combat.  Each such maneuver requires the expenditure of a weapon proficiency slot.  Characters who specialize in a weapon gain all appropriate specialization bonuses on maneuvers performed with that weapon, but may not learn maneuvers for weapons in which they are not specialized.  Fighter-type characters who do not specialize in a weapon (referred to as generalists may learn such maneuvers for any weapon in which they are proficient.  (Characters with weapons of choice may learn such maneuvers in their weapon of choice; characters who are not fighter sub-class and do not have weapons of choice may not learn such maneuvers.)

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