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1d&d needs to do better with weapon math than we are seeing.
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<blockquote data-quote="Kinematics" data-source="post: 8987775" data-attributes="member: 6932123"><p>I'd say that Flex is a pretty nice mastery ability. It allows you to get the full damage of a weapon like a longsword even if using sword+shield. You can also combine it with the Dueling fighting style to get a base average damage of 7.5 (rather than the 6.5 you mentioned in a later post, which presumably was calculated using 1d8 when used one-handed). </p><p></p><p>That's even better than getting the reroll when using it two-handed (6.3 average), and in fact puts them above even the 1d12 weapons (7.3 when factoring in reroll), though honestly close enough to consider them tied.</p><p></p><p>Essentially you have 3 weapon tiers for two-handed weapons:</p><ul> <li data-xf-list-type="ul">Pure damage. These are heavy weapons with either 1d12 or 2d6 damage (7.3 or 8.3 with rerolls), which also allow for use of the Great Weapon Master feat.</li> <li data-xf-list-type="ul">Defensive. These are 1d10 versatile weapons with Flex, allowing them to get the higher damage value when used one-handed, which means they can be combined with a shield. The average damage is on par with 1d12 weapons (7.5), but they can't use the Great Weapon Master feat. These can also be used in dual-wielding, though the details on how that would work in the new rules is fuzzy.</li> <li data-xf-list-type="ul">Reach. These are 1d10 weapons (6.3 average with rerolls) with reach. They can get Polearm Master (excluding the pike) and Great Weapon Master feats to complement them.</li> </ul><p>Only two weapons get the Cleave mastery — the greataxe and the glaive. It's some sort of AOE effect (I can't find the exact description), which suggests a decent potential boost in the damage you can do. I'd guess that it's a reasonable compensation for the slightly smaller die average.</p><p></p><p>Overall, I would not feel that any of the above categories would be shortchanging me if I chose from one of them. There's also enough value in the non-2d6 weapons that I in no way think that 2d6 represent the only viable weapon options.</p><p></p><p>The only weapon I agree is probably not good is the pike.</p><p></p><p></p><p>I'd say these are all equivalent, and none of them would I describe as a "bad" choice. At best, it's a flavor difference between sword and axe. I don't see how they could further differentiate the battleaxe and the longsword without breaking the Flex option.</p><p></p><p></p><p>You are misinterpreting the probability issues. The 8.33 average for the 2d6 is still very much relevant. Yes, there is a higher probability of rolling an 8 or better, but that's because 2/3 of all rolls will be a 7, 8, 9, or 10. An 11 has the same odds as a d12, and you only have half the chance of rolling a 12. You get more certainty in the result by getting fewer extremes.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 8987775, member: 6932123"] I'd say that Flex is a pretty nice mastery ability. It allows you to get the full damage of a weapon like a longsword even if using sword+shield. You can also combine it with the Dueling fighting style to get a base average damage of 7.5 (rather than the 6.5 you mentioned in a later post, which presumably was calculated using 1d8 when used one-handed). That's even better than getting the reroll when using it two-handed (6.3 average), and in fact puts them above even the 1d12 weapons (7.3 when factoring in reroll), though honestly close enough to consider them tied. Essentially you have 3 weapon tiers for two-handed weapons: [LIST] [*]Pure damage. These are heavy weapons with either 1d12 or 2d6 damage (7.3 or 8.3 with rerolls), which also allow for use of the Great Weapon Master feat. [*]Defensive. These are 1d10 versatile weapons with Flex, allowing them to get the higher damage value when used one-handed, which means they can be combined with a shield. The average damage is on par with 1d12 weapons (7.5), but they can't use the Great Weapon Master feat. These can also be used in dual-wielding, though the details on how that would work in the new rules is fuzzy. [*]Reach. These are 1d10 weapons (6.3 average with rerolls) with reach. They can get Polearm Master (excluding the pike) and Great Weapon Master feats to complement them. [/LIST] Only two weapons get the Cleave mastery — the greataxe and the glaive. It's some sort of AOE effect (I can't find the exact description), which suggests a decent potential boost in the damage you can do. I'd guess that it's a reasonable compensation for the slightly smaller die average. Overall, I would not feel that any of the above categories would be shortchanging me if I chose from one of them. There's also enough value in the non-2d6 weapons that I in no way think that 2d6 represent the only viable weapon options. The only weapon I agree is probably not good is the pike. I'd say these are all equivalent, and none of them would I describe as a "bad" choice. At best, it's a flavor difference between sword and axe. I don't see how they could further differentiate the battleaxe and the longsword without breaking the Flex option. You are misinterpreting the probability issues. The 8.33 average for the 2d6 is still very much relevant. Yes, there is a higher probability of rolling an 8 or better, but that's because 2/3 of all rolls will be a 7, 8, 9, or 10. An 11 has the same odds as a d12, and you only have half the chance of rolling a 12. You get more certainty in the result by getting fewer extremes. [/QUOTE]
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