Since I'm going to be referencing them occasionally in the classes I'll be putting up I feel it's best I publish what it is I'm talking about.
So...here are Proficiencies as they currently exist
Ah good ol' basket-weaving...
Proficiency - seperated into Weapon & Talent proficiencies. Using a weapon a character is not proficient in results in a minus (the character classes Unfamiliar Weapon Modifier). Each class has a list of weapons it may choose from to be proficient in at the regular cost. A character may choose to become proficient in a weapon not on their class list but but all proficiency costs for that weapon are doubled (including for Weapon Specialization). Using a Talent a character is not proficient in results in a minus to their roll (the character classes Unfamiliar Talent modifier). Some weapons are Exotic and cannot be used properly by a Non-Proficient character. Some Talents are Trained and cannot be attempted by a Non-Proficient character.
Weapon Proficiency - Weapon Proficiencies are tied to Attack Bonus. A character uses a weapon by making an Attack Roll with a d20, adding their Attack Bonus and any relevant modifiers. If a character is not Proficient with the weapon they are using they suffer an Unfamiliar Weapon Modifier penalty to their Attack Roll. Some weapons are Exotic and cannot be used at all if the character is not proficient with them! Spending one Weapon Proficiency on a weapon eliminates the Unfamiliar Weapon Modifier penalty on attack rolls for that weapon. A character can improve their ability with a weapon further by spending an additional Weapon Proficiencies in that weapon. This is called Weapon Specialization and it has two levels, Focus and Mastery. Spending a second Proficiency on a weapon gives the character a +1 to hit on Attack Rolls with the chosen weapon and impoves the damage die the weapon uses by 1 step (from a d6 to a d8, for example). The second level of Weapon Specialization requires spending an additional 2 Proficiencies and grants the character +2 to hit on Attack Rolls with the weapon, improves the damage die of the weapon by another 1 step (from a d8 to a d10, for example) and increases the characters attack frequency one step (from 1 attack every round to 3 attacks every 2 rounds, or from 3 attacks every 2 rounds to 2 attacks every round, for example). The rigorous training & devotion required to achieve this either increases the characters Unfamiliar Weapon Modifier by 1 (going from a -2 to a -3, for example) for each level of Weapon Specialization or requires the expenditure of an additional Proficiency at the time Specialization is purchased (this is in addition to the initial cost of Proficiency) at the players discretion.
Unfamiliar Weapon Modifier - A penalty applied to attack rolls when a character uses a weapon they are not Proficient with. A character can reduce their Unfamiliar Weapon Modifier by spending 3 Weapon Proficiencies (going from a -2 to a -1, for example). This cannot improve an Unfamiliar Weapon Modifier beyond 0.
Talent - Talent Proficiencies are tied to Ability Scores. Using a Talent for a non-mundane use of the Talent requires a roll against the characters Ability Score (mundane uses automatically succeed for proficient characters). It is likely this roll may be adjusted by a modifier depending on the ease or difficulty of the task. The character succeeds if the roll is less than the characters Ability Score after all modifiers are calculated in. Talents have three levels of Proficiency. One Proficiency spent towards a Talent gives a character the ability to use that Talent without an Unfamiliar Talent Modifier penalty to the roll. A character can improve their ability with a Talent further by spending an additional Talent Proficiency. This is called Talent Specialization and it has two levels, Focus and Mastery. A second Proficiency spent towards a Talent means the character has Focus in that Talent and receives a +2 bonus towards their relevant stat versus all rolls for that Talent. The third level of expertise in a Talent requires 2 Proficiencies spent towards the Talent (making a total of 4 Proficiencies spent) and represents Mastery of a Talent, resulting in the character receiving a +4 bonus towards their relevant stat versus all rolls for that Talent and, once per day, they can re-roll a roll for that Talent. If the player does not know whether or not the first roll would succeed or fail they must make the decision to re-roll before being told the outcome by the DM.
These are pretty straight-forward and similar to how proficiencies have worked in the past editions. The biggest difference is in the bonuses given and the re-roll opportunity at the highest level. Additionally, you will notice in Weapon Specialization that I am, again, manipulating the damage die rather than just giving it a bonus. Messing with dice like that will be something this edition does fairly regularly.
The other big difference is, of course, the Non-proficient penalty. This has existed for weapons but generally not for non-weapon proficiencies. Without that you get situations where a character WITH a proficiency might easily be worse than a character without that proficiency based on Ability Score alone. This is far less likely with the penalty system being used. To use the Fighter I have already listed as an example, he has a -4 Non-Proficient Talent modifier. So for any Talent that he can use (basically a Talent that doesn't require a player be Trained in it to use) but does not have Proficiency in, the Fighters Ability Score would be considered 4 lower when trying to roll under it. This is preferable to an all-or-nothing Proficiency system where a character can either use a Proficiency or not...and it is preferable to a system where Ability Scores are important beyond reason (as they would without the penalty in place).
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