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Old 09-12-2005, 04:06 AM   #2
Cam_H
Zhentarim Guard
 

Join Date: July 12, 2005
Location: Australia, if you must know.
Age: 59
Posts: 320
Tom-Slayer,

I've not ever pushed a character to Mastery in Quarter Staves (so I can't give you first-hand experience).

(A Paladin can only go as high as Specialised in a weapon type.)

Personally I lean towards dual wield for the extra attacks and sometimes extra immunities in kits that can get three points in Two Weapon Style. Given that there are relatively few 'ubber' Quarter Staves, it's rarely a consideration for anyone in my parties to race after Specialisation or Mastery in Staves ...

... of course, no sooner do you make a sweeping claim, than the exceptions need to be noted; for instance, Beastmasters have relatively few weapon choices, and Specialisation in Staves does make a sensible enough option from the game's start. Combination classes involving Fighter and Mage kits can make the most of the Staff of the Magi by putting multiple points in there towards the game start. Combination classes involving Fighter and Thief kits may also go after the Staff of Striking with it's backbash multiplier effect with the view to 'recharging' it via dubious merchants. But otherwise, I think you're just about nerfing your own game if you choose a Fighter and go with three pips in Staves at set-up.

Clearly, as the game moves on, your warriors will end up with more proficiency points than they need, so going after Specialisation (extra half attack per round) makes good sense, especially with offerings including the Staff of the Ram. With UAI, a Fighter kit dualled to a Thief or a Fighter/Thief multiclass might wish to weild the Staff of Cheese for its high enchantment and Dispel Magic effects in melee.
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