So bump all mastered weapons up by a die? Or give them two base options one of which in increased damage and you need to choose each round?For masters, naturally two handed weapons also have a mastery of their own.
So bump all mastered weapons up by a die? Or give them two base options one of which in increased damage and you need to choose each round?For masters, naturally two handed weapons also have a mastery of their own.
Other people have pointed this out, but I think you and others are missing the point. Sometimes simple (ie. boring) is a strength all on it's own. Mechanically, it's not as strong as some others. But there is a huge advantage to having an always-on ability you don't have to think about.Flex is boring.
And it takes away from what makes a versatile weapon cool:
Being able to use it in 2 hands normally, but also in one hand, if you are using your other hand to grab.
So I would like to have a better option.
Since we already have an option for shove (trip) and shove (push) I would suggest:
Grab: if you hit with a versatile weapon, you can initialize a grab for free. Done.
rapier: d8, finesse, STR or DEX, Vex masteryA one die bump is not enough? Are you suggesting that versatile weapons should do more damage than two handed weapons but be usable one handed? This is at will first level and can be acquired via a feat. You will need to work harder to convince me that this a good idea.
I understand the rapier dilemma. I'm unconvinced that ramming the dice up for Strength only weapons is the answer. I think it's doubtful they will be looking to do this with cleave on the tablerapier: d8, finesse, STR or DEX, Vex mastery
longsword: d10, versatile(d12), only STR, Flex mastery
Greatsword: 2d8, 2Handed, Heavy, only STR, Graze mastery
that should be the balance point as 2Handed weapons do not get 1+1/2 STR mod to damage. And rapier should do less damage than longsword as it uses two possible abilities for attack/damage.
finesse must come with damage die decrease cost,I understand the rapier dilemma. I'm unconvinced that ramming the dice up for Strength only weapons is the answer. I think it's doubtful they will be looking to do this with cleave on the table
Yeah those are arguable. They seem like baseline weapon adjustments though. I've not seen any evidence suggesting that they are into that beyond tweaking Lance, trident, and net. Possibly you are casting your net too wide?finesse must come with damage die decrease cost,
light must come with damage die decrease cost,
reach must come with damage die decrease cost,
thrown(that has decent range, 40/120 or similar) must come with damage die decrease cost,
Versatile is rubbish and should cost nothing, and be default for all 1Handed non-light, non-finesse weapons.
That's not a rational argument, nor possible to balance. It also makes an absolute nonsense of real historical weapons. Try to do better.finesse must come with damage die decrease cost,
light must come with damage die decrease cost,
reach must come with damage die decrease cost,
thrown(that has decent range, 40/120 or similar) must come with damage die decrease cost,
Versatile is rubbish and should cost nothing, and be default for all 1Handed non-light, non-finesse weapons.
You leave out all the players who forget how to roll initiative between sessions. Then there are the people who want to twitch-game, acting instantly because they find tactical minutia boring, and want to get straight to dice rolling.
Those people should take Flex every time so it can be baked into their character sheet.
Because otherwise no, they WON'T do anything else even if they CAN, because anything else is NOT fun for them.
I agree with notion that flex is the thing you do when nothing else is on the table....but I disagree that innately makes it a bad choice. It just means that the other masteries excel in their niche....which they should. The real question is "how broad are those niches?"
In an extreme example, if I have 2 things. I can use one of them 10% of the time, and when I can use it I always do. I mean that's great, but if I'm using my other thing 90% of the time its still pretty good.
If I'm a fighter I might choose two other weapon masteries, but then for my third I might choose flex for when I don't want to mess with finesse and just want damage. It isn't going to be the first choice in most scenarios, but if my first choice doesn't work in a lot of scenarios, well then flex is still solidly useful.
Flex is boring.
And it takes away from what makes a versatile weapon cool:
Being able to use it in 2 hands normally, but also in one hand, if you are using your other hand to grab.
So I would like to have a better option.
Since we already have an option for shove (trip) and shove (push) I would suggest:
Grab: if you hit with a versatile weapon, you can initialize a grab for free. Done.