To be anywhere remotely optimal, anyone who uses swords needs to have it at three dots.
- (Similarly, everyone has a three-dot speciality in [whatever weapon I use])
Optimal is a question of how much power the PCs have. And being optimal shouldn't be how the game
has to be played. That's why the paranoia combos were considered such a cancer, because any character that would be involved in combat had to have one or they got splattered.
Each person is locked into a single weapon unless they purchase redundant specialties.
They'd be locked into one weapon as what they pull their high bullshit with. It's that you don't get to grab any weapon ever, including a random stick on the ground, and butcher an army with it just as effectively as the thing they have fought a thousand battles with. You can still fight with any weapon, you just have to specialize to get the high bullshit.
Abilities without obvious, always-on specialties require a lot of hand-wringing and awkward derp, like the question of whether Dodge (while unarmored) is legitimate.
- (If it's not then Melee has a significant advantage over Dodge as a defensive stat!)
So? Dodge has no business as a separate stat anyway, there's too many alternatives with better flexibility. Like Melee almost is in the base game already. As for Dodge specializations, I'd go with types of thing to be dodged, like large, slow weapons, or dodging arrows. Maybe include the type of armor worn, because having dodge skills hinging on the extra momentum of heavy armor, while bizarre, doesn't break Suspension of Disbelief. The Drunken Master IRL MA is focused on controlled stumbling to dodge, which can be aided by extra weight. If not, then the average player wouldn't know otherwise.
In non-combat abilities, every single character ends up with a three-dot speciality in [most mechanically demanding application of the ability], such as Occult (Sorcery) or Craft (Artifacts).
Again, roleplay versus rollplay. You seem to not think of it outside of what it does to the versatility of characters who are optimized murder machines. Personally, I like the idea of making it so that you have to specialize to be optimized, because it gives more options to stop the optimized murder machines. Take away the huge Daiklave and they can't butcher you with a holdout knife.
As a result, specialties don't reflect the special unique things about characters, they make characters more cookie-cutter.
When it comes to combat, yes, they do make characters more unique. Because you get to specialize in utter nonsense like using random sticks on the ground or roundhouse kicks alone for your fights. It cripples the versatility, making optimized characters
less powerful because they need specific weapons, rather than just specific artifact abilities.
Yes, Daiklave specialization is a massive bonus. Good luck fighting without it when the character made to exploit this facet of the system takes that Daikalve away. And who says that getting a big bonus to specific types of Craft is bad? It makes it so that you don't have equal skill at making Manses and Artifacts. Similarly, the dedicated Sorcerer should not be equally good at other Occult things.
Above all else, this is intended to make the game a bit more realistic and characters less likely to be omnidisciplinary. I made this idea in response to the complaint that Melee is too versatile.