D&D (2024) New One D&D Weapons Table Shows 'Mastery' Traits

The weapons table from the upcoming Unearthed Arcana playtest for One D&D has made its way onto the internet via Indestructoboy on Twitter, and reveals some new mechanics. The mastery traits include Nick, Slow, Puncture, Flex, Cleave, Topple, Graze, and Push. These traits are accessible by the warrior classes.

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Watch the video?
I don't see a video in your posts unless I missed it. The video that I linked was about reasons that 5e's design burns out & drives off experienced GMs not how d&d can be different things for different people.
People have a lot of theories why 5e needs more DMs so badly. From personal desires elevated to some unwarranted universal rule.

To good ideas that problay only effect a fraction of folks.
You said
I agree with your last bit. Things for a diverse fan base, I think, can look like a “beer and pretzels game” but I think it’s nature allowed it to be different things for more people.
5e stripped out the designspace that provided room for d&d to be "different things" for different people. With 5e the system was stripped back minimize things like risk attrition depth & so on in an effort to be one specific thing at the cost of those different things. What "different things" remain?
 

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So going back to the original post, and the new weapons table for an upcoming Unearthed Arcana playtest...

We don't know much about it except that "Mastery" is a separate category from "Properties," and they have different effects listed by weapon type. And we have a few hints about what those effects might do ("Slow" will slow your enemies somehow).

But we don't know how Mastery will be deployed in the game, and that's pretty darned important:
  • Is Mastery something that all characters get, or will it be restricted to certain classes or feats?
  • Do characters gain Mastery as soon as they equip the weapon? Or does it unlock it at different levels?
  • Can characters learn more than one Mastery? How many?
  • Does Mastery scale with level, like cantrips? Does it scale by Proficiency bonus?
  • Is Mastery automatic, or does it require an Action? Bonus action? Reaction?
  • Can Mastery be applied to every single attack made with the weapon, or only once per turn? X times per day?
  • Do Mastery effects stack? What about dual-wielding two different weapons, each with a different Mastery? or the same Mastery?
I have loads of questions about the different effects, but I'm a lot more interested in how they are going to be deployed. We can infer a few answers to the above questions, just by virtue of the table itself: Mastery is listed in the Weapons Table, not in a character class description, which suggests that Mastery could be available to multiple (or all) classes.

I can see this being both a good thing and a bad thing: there is an argument going on in the thread now about whether or not the Fighter class needs "fixing," and whether or not the new Mastery rules can "fix" it...but if Mastery can be used by all classes, I have questions. (Like, how does giving the Barbarian, Paladin, and Rogue more toys somehow help the Fighter? And how will they prevent making the Fighter even more of a dip for multiclassing?)

On the other hand, the latest blocks of Unearthed Arcana playtests have been specific to certain groups of character classes. Last time was Druid and Paladin, maybe this next one will be exclusive to Fighter and Monk?
 
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I don't see a video in your posts unless I missed it. The video that I linked was about reasons that 5e's design burns out & drives off experienced GMs not how d&d can be different things for different people.

You said

5e stripped out the designspace that provided room for d&d to be "different things" for different people. With 5e the system was stripped back minimize things like risk attrition depth & so on in an effort to be one specific thing at the cost of those different things. What "different things" remain?
Oh. I get you.

I’ve seen people double down on a 4e style of play where they barely do anything outside of combat. Entire sessions almost nothing but combat. Maps
Minis and terrain.

I’ve seen people play it with very rare combats, sitting in the living room floor, what combat there ever was was totm and over in a few moments.

And a lot in between.

I’ve run it like either, sometimes in the same session.

Also I’ve seen a lot of hacks and other innovations brought in from other games. Which I think the intentional voids in 5e help facilitate.
 

Also I’ve seen folks play with an emphasis on the character crunch side of the game and others play barely knowing what their one class features are. Many times at the same table.

And it generally holds together.
 

More complexity is already in the game but is denied to non-magical characters.
in a nut shell this is the issue.
me and several friends prefer complex options at level up and round to round, and we like to have options we can use (in creative or straight forward ways) not just in combat. SO this makes our group ignore the fighter... and if we come up with a cool idea that would be a fighter we are stuck saying refluff something or we just don't play it.

multi concepts are left unplayable unless we want the 'simple' class
 

Is Mastery something that all characters get, or will it be restricted to certain classes or feats?
So far as we know, only Warriors, so exclusive to Monks, Barbarians, and Fighters. With the hint that only Monks get it for Simple Weapons along with their Martial Arts hit die.

I wouldn't be surprised if Rangers or Paladins, maybe Rogues, get some gated access...but, maybe not.
 

Regarding the Mastery called "Graze". Its name makes less sense.

When I try visualize what is happening during a greatsword swing (compare zweihaander) or heavy crossbolt shot, it doesnt actually "graze" the target.

It is more like "Disruption". It is such a heavy, large or wide assault that the target must make an extaordinary response to get or stay out of its way. This Disruption can distract and disorient the target, and in this sense deal damage on a miss.

By extension, the Giants who throw boulders might also inflict Disruption damage on a miss.
 

The question is what 5e is good design for.

IMHO, 5e is great design for beginners, children and beer and pretzels players. But it is too light or loose in some places and hard coded in others for experienced, narrative, or simulationist players.
5e is a really good single room dwelling. It's probably the cleanest, easiest to maintain, most solidly built dwelling that company has ever built.

If you have no shelter, buying a 5e dwelling is an excellent choice

Over time, however, you might find you want to add in some walls or a bathroom. 5e will sell you a chamber pot and a divider screen and call it close enough, but this isn't going to satisfy most people who want more from their dwelling.
 

This comes off as extremely elitist.
Do you think it's reasonable to believe "geared towards new players" is the opposite of "geared towards experienced players"?

Have we been been saying that 2024 is an edition focused on making it simpler for new players to adopt the system?
 

Regarding the Mastery called "Graze". Its name makes less sense.

When I try visualize what is happening during a greatsword swing (compare zweihaander) or heavy crossbolt shot, it doesnt actually "graze" the target.

It is more like "Disruption". It is such a heavy, large or wide assault that the target must make an extaordinary response to get or stay out of its way. This Disruption can distract and disorient the target, and in this sense deal damage on a miss.

By extension, the Giants who throw boulders might also inflict Disruption damage on a miss.
That would solve a lot of edge case problems like what poisoned & elemental or spell clad by Bob the caster party member weapons do on a miss
 
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