Now hear me out before you think I want to change the story or what have you. As I was commenting on a thread about archery, I was thinking how much work (years upon years) goes into learning how to use a sword or bow properly. It seems silly that a blacksmith’s son would be able to grab a longbow (or any bow for that matter if you’ve ever tried to shoot one) and use it remotely effectively without any sort of training.
So my idea: what if there was some sort of combat background, where you choose what your character might have specialized in. Say he worked at the longbow since he was a child, as a hobby or his grandfather taught him. Well now when he finds it time to actually use it, he’s not some schmuck walking onto a battlefield trying to figure out how to string his bow, but he’s a fairly effective archer (with room to improve, wouldn’t make much of a good RPG without progression).
Same with single handed swords. Say you’re a blacksmith’s son (a trend, eh?) and you’ve helped make swords or axes and the like, but in your offtime, maybe you trained a bit with them. Maybe you were training fodder for the knight’s squires, and picked up a bit of knowledge on the way.
Or two handed swords, or polearms, or even charming people, or pilfering pockets. I’d find it hard to believe that some nubile man walks in with little combat experience would be able to pick up a weapon and know the basics without some kind of background training. Or be able to charm someone without having chatted up some townsfolk.
That’s where the “origin” would come in. Pick the sword when you’re starting, and your character will have some background with the sword and know how to use it when you come into the game. Pick the bow, and you’ll have a serious advantage with it. Maybe later you can purchase training for other weapon classes. I feel like this would be a part of the character’s experience, because how boring would if be if you could pick up any weapon and use it as if you knew what the hell you were doing.