GAME MECHANICS HOARD

WEAPON PROFICIENCIES

Skill with weapon categories as a progression axis — characters better with blades than bows, proficiency ranks unlocking techniques per weapon class, use-based mastery where swinging swords makes you a swordsman.

The lineage runs from D&D's proficiency system (trained weapons versus improvised penalties — the fighter's breadth as class identity) through Elder Scrolls' use-based skills (Morrowind's dice behind the swing, Skyrim's skill-ups from practice — the character becomes what the player does), Fire Emblem's weapon ranks (E through S, gating legendary arms behind mastery climbs), monster-hunting games' per-weapon-type player-side depth (fourteen weapons, each its own discipline), and MMO weapon skills that must be ground per category. Designers separate weapon skill from character level because it makes competence specific: a flat level says 'stronger', but proficiencies say 'stronger at what' — the master archer is not the master swordsman, so builds acquire texture through what they can't do well (specialization is the shadow of incompetence, and the shadow is what gives the light shape), party composition inherits weapon-coverage logic, and loot evaluation gains a personal dimension (the legendary axe means something different to the axe master and the spear specialist — proficiencies make identical drops unequal, which makes loot personal). Use-based versions add the biographical layer: skills that grow from practice make the character sheet an autobiography (your Morrowind character's proficiencies are a record of how you actually played), aligning progression with behavior at the cost of inviting degenerate training (the players punching mudcrabs for hours — use-based systems get gamed by use). Rank-gated versions instead make proficiency a visible ladder with equipment stakes: Fire Emblem's S-rank weapon is a goal that structures a character's whole campaign arc. Key decisions: acquisition model (chosen at build time, trained by use, or ranked through investment — authorship versus biography versus climb), the incompetence floor (can the archer swing a sword at all — hard restrictions create clean identity and hard locks; soft penalties preserve improvisation), cross-proficiency transfer (does blade skill help with axes — category granularity is the system's resolution), and respec generosity, which decides whether early weapon choices are identities or mortgages. Pitfall: proficiency as retroactive tax — when a mid-game legendary drop is unusable because it's the wrong category, and retraining costs weeks, the system punishes players for the loot table's choices; proficiencies create identity when they shape how players engage forward (seeking their weapon's content, mastering its depth), and create resentment when they only invalidate what the game itself hands out.

SEEN IN

VIEW “WEAPON PROFICIENCIES” IN THE MAP ▶