Honestly, it is a very easy “problem” to fix. Just stick to a house rule from the ones you propose and it will be fine. It will not break the core rules or diminish the fun.This is exactly it. If you're a skilled warrior, you're going to be fairly dangerous with literally anything you pick up. You may not have much in the way of axe technique if you're a swordsman, but you understand footwork, positioning, and how to spot an opening. Your muscles are strong and you have the conditioning to fight for more than 60 seconds.Fairly sure the OP was specifically looking for a change that didn't require spending xp for cross-weapon group competency, regardless of what the cost is. His entire complaint is that a master of the long sword picks up an axe and then swings it like a clumsy 12 year old. I don't think his issue is with cost, but rather that a veteran warrior has absolutely zero proficiency with unskilled weapons (which yes, is how the game is designed, but the design is his core complaint and request for change in 2e).One complication is that weapon groups are designated as 'cultural weapon groups' so that they are only available to players from those specific cultures. However, I note that the cultural weapon skill can be acquired after character creation as one advances as long as you don't mind spending the experience points to purchase it.
If you want a House Rule, maybe weapon groups outside of your cultural weapon group could be purchased for double the initial cost (4 experience points instead of 2)? I don't think that advancing beyond the first rank should involve any additional cost. Alternately (or additionally?), require a Patron from an appropriate culture who is willing to allow you to train to obtain the foreign weapon group. We can refine this idea if needed.
We really are going to want a House Rules sub-forum, aren't we?
Like I said, my problem is that this is the only game I've ever seen where the crossover is literally zero. I do think there should be an incentive to actually train in multiple weapons if it fits your character.
I know it's a tricky problem, and it's tough to come up with a house rule about it. I've been pondering it for a while and the "reduced skill plus nasty drawback" I think is the best I've come up with, but I'm not sure what the drawback would be. My thought was some sort of extra unpleasantness when rolling an Eye, or maybe a 1 on the Success Dice? Or maybe just requiring an extra 6 for a Great or Extraordinary success?
Actually, that might be it right there. Then a great swordsman could pick up a spear and do tolerably well, but he's gonna have a real tough time hitting for more than basic damage.
Wow, thanks for this info! I can't wait to hear more updates!Hi all,
I hope to share more about the new iteration of the rules soon, but let's solve this right away. Cultural weapons and individual weapon skills are gone. There are 5 Combat skills now, Axes, Bows, Brawl, Spears, Swords, allowing proficiency in a variety of weapons under each Combat skill.
Francesco
Seems like "group weapons" will be the standard, and that's nice. The spirit of the game that Carcharoth mentioned is point on, in my opinion. And that led to some uselessness of the cultural weapons groups vs the specialization.Hi all,
I hope to share more about the new iteration of the rules soon, but let's solve this right away. Cultural weapons and individual weapon skills are gone. There are 5 Combat skills now, Axes, Bows, Brawl, Spears, Swords, allowing proficiency in a variety of weapons under each Combat skill.
Francesco
Brawl includes improvised weapons AND the use of a Dagger.I suppouse that the Brawl category will include improvised weapons, as did the Dagger category before (maybe now part of the Sword category?).
Sounds great, thank you for sharing!Hi all,
I hope to share more about the new iteration of the rules soon, but let's solve this right away. Cultural weapons and individual weapon skills are gone. There are 5 Combat skills now, Axes, Bows, Brawl, Spears, Swords, allowing proficiency in a variety of weapons under each Combat skill.
Francesco
Great info! I only hope (as I stated earlier in the thread) that this isn't indicative of system-wide simplification. TOR is already much lighter on crunch than many games in terms of character advancement and tactical combat options, but I think it's right at the sweet spot for the kind of game it is. If it gets even further simplified, I worry about it holding my players' interest long-term (if they feel they aren't able to make nuanced or interesting decisions in combat or how to make their characters mechanically unique, for example).I hope to share more about the new iteration of the rules soon, but let's solve this right away. Cultural weapons and individual weapon skills are gone. There are 5 Combat skills now, Axes, Bows, Brawl, Spears, Swords, allowing proficiency in a variety of weapons under each Combat skill.