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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Fair enough. Now that I think about it, I'm coming from a position of Battlemaster, so my perception will be skewed a little.

I find the Battlemaster an interesting conundrum. Because the Superiority system is a good starting point for improving martials. It has at least one major flaw that would need ironed out, but it is an easy flaw to fix.

But I have found, since I went and dug into homebrewing and tweaking all the classes, that the Battlemaster itself is very poorly designed. Especially in light of how the Eldritch Knight was handled.
 

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Knocking prone and lowering speed is useful in common occurrences. However those occurrences often require DM assistance to matter.

And in those situations, the shove action already exists.
But shove is an action, with prone as part of an attack it can have a lot of value, independent of the DM as a fighter with extra attack can knock a foe prone with the initial one and have advantage on the subsequent ones.
 


More interesting abilities like what? And how does that make "condition = dead" not the most effective?
Not everyone values "dead is the only condition that matters." There are other ways to impact the story beyond DPR. This isn't an MMO where the only thing that matters is killing it faster because there is no narrative consequence to how you did it. There is a story happening in the battlefield that can impact the story after it is over.

Some people want to have fun along the way. Some want to be able to control the battlefield on top of the damage they would deal. Some people want to kick the enemy off the cliff with a push, or grapple them or knock them off balance to slow their escape to get reinforcements, or embarrass the BBEG by knocking them on their butt, or disarming them, which can have a narrative impact. Some want to kill 2 goblins with 1 swing. Some want the reliability to deal DOAM because they are that good at wearing down their opponent. That can be terrifying narratively as long as the DM buys into it and lets the warrior have that level of impact on the story with their combat styles.
 

Not everyone values "dead is the only condition that matters." There are other ways to impact the story beyond DPR. This isn't an MMO where the only thing that matters is killing it faster because there is no narrative consequence to how you did it. There is a story happening in the battlefield that can impact the story after it is over.

Some people want to have fun along the way. Some want to be able to control the battlefield on top of the damage they would deal. Some people want to kick the enemy off the cliff with a push, or grapple them or knock them off balance to slow their escape to get reinforcements, or embarrass the BBEG by knocking them on their butt, or disarming them, which can have a narrative impact. Some want to kill 2 goblins with 1 swing. Some want the reliability to deal DOAM because they are that good at wearing down their opponent. That can be terrifying narratively as long as the DM buys into it and lets the warrior have that level of impact on the story with their combat styles.
It doesn't need subjective value, the mechanics & gameplay loop give it objective value.
 

Knocking prone and lowering speed is useful in common occurrences. However those occurrences often require DM assistance to matter.

And in those situations, the shove action already exists.
Lowering speed is a blessing in long ranged weapons but not that useful in melee unless they are trying to escape. Knocking prone to get your second attack with advantage in melee is wonderful. While you can shove someone using unarmed strike it takes one of your attacks to do so or a bonus action with some feat chooses like shield mastery. This is letting you shove as part of your attack from what we are seeing.
 

Knocking prone and lowering speed is useful in common occurrences. However those occurrences often require DM assistance to matter.

And in those situations, the shove action already exists.
It does…if you don’t mind spending your action knocking someone down.

I assume that someone with a topple weapon and mastery won’t need an action, but will instead be doing it as an addition to an attack.

The difference is massive.
 

It doesn't need subjective value, the mechanics & gameplay loop give it objective value.
I feel the mechanical benefits of rider control effects on top of base damage do have objective value. Now those who only care about the largest damage numbers may not feel the same. And that's ok. They can specialize into damage all they want! Just like I can broaden my options in how I affect the battlefield beyond damage. We both win!
 

It does…if you don’t mind spending your action knocking someone down.

I assume that someone with a topple weapon and mastery won’t need an action, but will instead be doing it as an addition to an attack.

The difference is massive.
My table and the last few tables I've been at have used shove as a replacement of any melee attack that I forgot is it an action by default.
 

Giving martials a way to add effects also opens up compound effects.

In 4E, there was a nice little feat called Headsman's Chop that gave a +5 damage bonus against prone targets when you hit with a heavy blade or axe.

You can also apply stronger conditions in a path, like slowed>immobilized>restrained>stunned, which also makes for great combos with other players with powers along the same path. Imagine being able to team up with the wizard to upgrade their soft control into a hard control effect!
 

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