D&D (2024) Do you actually like weapon masteries?


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Do you like it? Why?
I like it because it contributes to the conception of these characters as masters of their craft, able to use weapons above and beyond the ordinary practices, and helps to push them into unique spaces that delineate how different martial characters with the same basic chassis can approach combat. I really dig the fantasy of someone being iconic for using a specific type of weapon/tactics.

Also, just a note:
(And, in fact, they will, since Fighters can arbitrarily assign any mastery to any weapon.)
Unless I'm misreading/missing something in the playtest, this isn't the case. The new weapon has to meet the prerequisites of the mastery skill, so you can't put Push (Heavy/Two-handed/Versatile) on a Morningstar, or a Rapier, for example.
 
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I mean, just ditch the whole weapon masteries thing and give Fighters an ability:

Evocative Name: When you do damage with a weapon, as a bonus action you can choose one of...

Then make a list of the cool features.
Then all the weapons would be the same. Part of this is to make great axe and great sword different.

It also wouldn't scale with fighters multiple attacks.
 

I mean, just ditch the whole weapon masteries thing and give Fighters an ability:

Evocative Name: When you do damage with a weapon, as a bonus action you can choose one of...

Then make a list of the cool features.
The entire point of this is to create a weapon-based combat system enhancement that any player can opt into, some easier than others. (Some classes, like Warriors, can have it built into class, but others need a feat. Like spellcasting.

I don't want only fighters to get Weapon Mastery any more than I want only Wizards and Clerics to get spells.
 

They need some work, but I think they're a good starting point.

I think all Martial Melee weapons should get 2 weapon masteries. I know inevitably if weapon mastery proves to be something that stays, there's going to be "alternate weapon masteries" introduced in some later sourcebooks.
 

The concept is sound, but it needs more depth, especially for fighters.

Pull should be an option, so you can drag people into close melee for a good stabbin'. Effects should compound to capitalize on multiple attacks, such as slow, which should be something you can hammer at until the target is immobilized.
 

I do like them, because they give fighters some control. Imagine your favorite PC going up against a "fighter" monster that trips, pushes, bleeds, etc. It has the potential to be very scary especially if the fighter has allies or battlefield triggers other effects.

On the other hand , the designers didn't go far enough. I feel like they are dipping a toe in the water wondering if the fan base will bite it off .

I'm going to recommend leaning in with:
  • add a couple more effects and give several weapons two
  • add greater masteries that have level requirements and cost 2 or 3 slots
  • add combo chains (e.g. succeeding on prone after push triggers stun)
 

I'm thoroughly perplexed by the weapon masteries thing. I don't feel like it adds anything of value to the game, other than slowing down combat. It feels like complexity for the sake making the game feel more complex...for the sake of complexity. Sure, it adds more decisions, but not interesting decisions.
I find them to be very interesting
And it's also just so arbitrary. Sure, giant hammers might be good for knocking people down, but in most cases the mechanic associated with a given weapon could just as easily apply to almost any other weapon. (And, in fact, they will, since Fighters can arbitrarily assign any mastery to any weapon.)
No, fights can switch around masteries only on weapons which qualify for that mastery. It's not any.
Do you like it? Why?
It adds great interesting options for fighter-types which otherwise were often the domain of the spellcasters or feats.
 

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