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

I like weapon mastery, as a concept. I always have, dating back to when I bought the D&D Rules Cyclopedia in 1994 or so.

I like the idea of a character being able to do more and different things with a weapon the more experienced and skilled they are at using it. I am 100% cool with this level of skill being restricted to warrior types, or even just Fighters.

This incarnation of Weapon Mastery isn't perfect, but it's a big step in the right direction. Unless we want to adopt DCC style Mighty Deeds of Arms to 5e (and that would be awesome), I'm not sure we can do better while still keeping the system relatively simple.
 
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I like the broad concept but the specifics still need a lot of work.

Mostly, I'd prefer those weapon mastery properties to be a list of techniques warrior classes can pick from and apply broadly. Those techniques can still have their prerequisites as far as what kinds of weapons they work with, so weapon choice still matters there. (i.e. working only with Light, Versatile, or Heavy; working only for Martial weapons; only for melee weapons; only for weapons doing bludgeoning, piercing, or slashing damage; etc.)

Changing them to a broad list of techniques would also make the system much more modular. Future splats can simply introduce more techniques the way they do spells.
 

I just had an interesting idea. What if there were attunable magical "Mastery" weapons as treasure that granted the wielder the use of that Weapon's Mastery, or maybe even others that mix up the Masteries, like a magical whip that can Topple or Slow?

And maybe Grandmaster Weapons (attunable by Fighters only) that allowed more than one Mastery ability at the same time
 

I just had an interesting idea. What if there were attunable magical "Mastery" weapons as treasure that granted the wielder the use of that Weapon's Mastery, or maybe even others that mix up the Masteries, like a magical whip that can Topple or Slow?

And maybe Grandmaster Weapons (attunable by Fighters only) that allowed more than one Mastery ability at the same time
Why would these be magic? Wouldn't it make for a better story for them to be just incredibly rare mundane weapons of exceptional quality?
 

Why would these be magic? Wouldn't it make for a better story for them to be just incredibly rare mundane weapons of exceptional quality?
Because currently the weapons don't grant mastery to wielders. The wielders either have the training to take advantage of the weapon, or not.

A mundane weapon cannot give a rogue Mastery of the rapier.

One could certainly suggest that some specially-designed "masterwork" or "exotic" weapons offer different, or multiple mastery options to take advantage of, but those mundane weapons still would not confer the skill needed.
 

Because currently the weapons don't grant mastery to wielders. The wielders either have the training to take advantage of the weapon, or not.

A mundane weapon cannot give a rogue Mastery of the rapier.

One could certainly suggest that some specially-designed "masterwork" or "exotic" weapons offer different, or multiple mastery options to take advantage of, but those mundane weapons still would not confer the skill needed.
Why would it be desirable for magic to undermine the value of a class feature?
 

I love the concept, but I'm not married to the execution. I feel it will need significant playtesting to make sure it works correctly. Already people have ranked the different abilities, pushing people towards the "optimal" weapon choice.

One thing that I expect to happen (assuming this version remains) is that martial characters will actually start carrying backup weapons again. This was a common thing in AD&D, but has completely fell out of favor. I was actually mocked in a game for having a variety of weapons designed for different scenarios. I had my primary weapon (longsword), a backup weapon (warhammer), a pair of javelins , and a longbow for long range combat even though I had no Dex bonus. Despite the mockery, at no point was I "screwed by the DM and unable to attack," which seemed to happen to the melee characters with only one weapon.
 


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.

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.)

Do you like it? Why?

I do think it slows down combat, but at the same time I don't think you can give martial classes more meaningful things to do in combat without slowing down combat.

However, I think Cleave, Flex, Graze, Nick, Push, and Slow are all great. I like all of those, and I don't think they slow down combat much at all.

Sap I like the effect of a lot, but I think it's mastery prerequisite of "no other abilities" is too strict. Simply put, weapons in that category really feel like natively bad choices, and Sap isn't enough to make up for it.

I'm moderately concerned about Vex. Advantage on every attack after the first against an enemy is really powerful. I am honestly surprised more people aren't similarly expressing concern about it, especially if Elven Accuracy remains an option. What especially bothers me is that it's effectively limited to Dex-based weapons. Dex doesn't need this kind of help. I think a better option would be that the creature can't take reactions until the end of your turn, or can't take opportunity attacks until the beginning of your next turn.

Topple seems like a ton of extra die rolling for those saves, and it feels like it'll be a little too obnoxious. It also doesn't care about the target's size or if it's flying. That's kinda weird, and probably is a problem.

The selections are basically arbitrary, but so is the damage type on spells. Why is it fireball instead of acid burst? Why is it lightning bolt and not flame lance? Why is it cone of cold and not dragon's breath? Just because. Saving throws are often similarly arbitrary. This one is Dex because AOE, but that one is Con because toxic gas. The game has to give options and make choices. Some of them are going to be arbitrary.

I'm still not sure about the Fighter ability to choose different abilities. It feels extremely narrow for what it offers, but it's also flexibility that nobody else has.
 


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