D&D (2024) Not loving weapon mastery with beginners

Sure, but the point was more that the module-style design initially I thought was supposed to include this in 2014??? I could be wrong.
The 5E14 game does have some modularity. There are a number of optional rules in the DMG. But they only do what they do and while it will be enough for some people, they weren't enough for others. And that's the issue. It is statistically impossible for WotC to create a game (modular or no) that can be exactly the game that every single D&D player wants. So arguing what should or should not be included is a waste of time.

People would be better served spending the time that they are spending here complaining that the game doesn't give them what they want, by using it to edit the game into the game that they want.
 

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Ah, I agree that design cant fulfill everyone, but that the designers cant help anyone, is something I cant agree with.
They can help some in some ways. And others in other ways. Some will be helped a lot, others not so much. But no one gets to claim that the way they think WotC's help should be given is in fact the correct help that should be given.
 

Sure, but the point was more that the module-style design initially I thought was supposed to include this in 2014??? I could be wrong.

FWIW, I love the sidekick rules... one of the few gems in Tasha's IMO. I would totally play a game or run one with all sidekick classes...


Way more than I would want to give at 1st level. Spread it out over the first five levels maybe, then sure.

I think all the "feat"-style options in the list are fine, but I would definitely limit it to just a couple. (Not the 2 masteries and extra 2 whenever.... I just don't care for that much "power" in the game personally.)
all of those are made to be taken as Half-feats with +1 ASI attached or without as "origin" feat at 1st level.

and as for power, they are really vanilla and all are passives so they do not add any complexity to the game.
 

The 5E14 game does have some modularity. There are a number of optional rules in the DMG. But they only do what they do and while it will be enough for some people, they weren't enough for others. And that's the issue. It is statistically impossible for WotC to create a game (modular or no) that can be exactly the game that every single D&D player wants. So arguing what should or should not be included is a waste of time.

People would be better served spending the time that they are spending here complaining that the game doesn't give them what they want, by using it to edit the game into the game that they want.
You realize that by that argument, taken to its end, everyone should ultimately just make their own game and not bother with anything someone else makes, as it will never be exactly what they want?
 


if you want to remove features. you are free to do so. Even on PC to PC basis, but do not force all of us to have the simplest game possible.

It's easy to dumb down the game on your own, it's hard to add features and keep it balance for most homebrews.
Yes, because making it an optional rule like 5.0 feats is removing it from everyone else.
 


The 5E14 game does have some modularity. There are a number of optional rules in the DMG. But they only do what they do and while it will be enough for some people, they weren't enough for others. And that's the issue. It is statistically impossible for WotC to create a game (modular or no) that can be exactly the game that every single D&D player wants. So arguing what should or should not be included is a waste of time.
Variants are not the level of modularity as I discussed in my prior post with easy, moderate, and hard modes, though.

I don't think it is "statistically impossible" at all for them to create such a system. They have teams of designers and millions of dollars to spend on development. However, of course it is impossible to please every single D&D player.

People would be better served spending the time that they are spending here complaining that the game doesn't give them what they want, by using it to edit the game into the game that they want.
Yes, and people are working on those changes, but we don't often have the staff, time, money, etc. to devote to it while working our jobs and living our lives.

And I would like to think (anyway) that the professionals would do a better job of it than I would.

all of those are made to be taken as Half-feats with +1 ASI attached or without as "origin" feat at 1st level.

and as for power, they are really vanilla and all are passives so they do not add any complexity to the game.
Whether vanilla or passive or whatever, they still add power and complexity (if nothing else than as a decision point). I'm not saying they add a lot (of either), and a couple would be fine... I just wouldn't want 3, 4 or more as you seem to like?

I think the point is less that weapon mastery is more difficult than spells, but that it is yet another decision/slowdown point for the game in general.
Pretty much. Having such riders for cantrips slows thing down as well, and we've dealt with them since 2014... now the design is to deal with that slow-down for martials as well. No, thank you.
 

Whether vanilla or passive or whatever, they still add power and complexity (if nothing else than as a decision point). I'm not saying they add a lot (of either), and a couple would be fine... I just wouldn't want 3, 4 or more as you seem to like?
only complexity is decision point and that lasts what? couple of seconds? a minute? then you write it down and do not think about it ever again. Until next instance of feats comes to pick something.

why is everyone overcomplicate most simple things that can be in the game?
 


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