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

I like some of them a lot, the ones that just "work".

1) A little more damage straight up....great.
2) Automatically pushes you back 10 feet, perfect.

What I don't like are the mechanics that require extra work. Cleave shouldn't be a new attack roll, use the same attack roll, and if its hit, apply the damage, easy peesy.

No mechanic should require a saving throw, that is too much to add it. Either its automatic, or automatic in certain situations (such as a crit), but making a saving throw every time I hit something is too much.

I am mixed on the vex type powers where its "if you hit on the first attack, on all other attacks you have advantage" because thats decently simple but still trips you up. A lot of times my players will just roll 2 quick attacks, ask me if those numbers hit, and then do damage. But having to make an attack, stop, find out the results, then adjust to advantage for the second attack.... it doesn't sound like a lot until its attack after attack, round after round, fight after fight....and suddenly that adds up.

Masteries should be super smooth and easy because they are going to be EXTREMELY common. This isn't a spell where you are dealing with 1 per round and often they are saved for key moments..... things on attacks will get spammed constantly, and so need to be very fast and smooth mechanically.
 

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I like it a lot. It at least distinguishes weapons a little and will help make different characters more unique. Before weapons were so boring other than the ridiculous rapier.

I also think you are greatly over thinking how much it will slow down combat. Maybe the first couple sessions but after a while it will be memorized and integrated into play and will feel almost automatic; may add seconds but not much more.
There is apparently a wide spectrum on how slow is too slow regarding D&D combat.
 

I like the idea of weapon masteries. In the sci-fi parts of my 5e hybrid many of the weapons provide additional effects when used based on the character level of the proficient user, representing a more experienced user being better able to get the most out of their weapon. Seeing the weapin masteries has inspired me to add similar effects to more traditional weapons.

Now, you might say that this does nothing for the fighter specifically, and you'd be right. But I use the Level Up fighter anyway, so I don't have to deal with either of WotC's versions.
 

I like some of them a lot, the ones that just "work".

1) A little more damage straight up....great.
2) Automatically pushes you back 10 feet, perfect.

What I don't like are the mechanics that require extra work. Cleave shouldn't be a new attack roll, use the same attack roll, and if its hit, apply the damage, easy peesy.

No mechanic should require a saving throw, that is too much to add it. Either its automatic, or automatic in certain situations (such as a crit), but making a saving throw every time I hit something is too much.

Yeah, I don't know if I'm on board with a Topple player triggering 2, 3, or more saving throws every round. It's more like three spells, too, because you could make one target save multiple times. It's a lot.

Knocked prone has also historically been... a very frustrating condition. It's somewhat better now, but it's really potent in a lot of situations (flying creatures, mounted creatures, etc.).

I am mixed on the vex type powers where its "if you hit on the first attack, on all other attacks you have advantage" because thats decently simple but still trips you up. A lot of times my players will just roll 2 quick attacks, ask me if those numbers hit, and then do damage. But having to make an attack, stop, find out the results, then adjust to advantage for the second attack.... it doesn't sound like a lot until its attack after attack, round after round, fight after fight....and suddenly that adds up.

On the flip side, if your players are determined to play incorrectly, there is no technical solution for it. The best you can do is say that it's really obvious that they've forgotten something because of the missing extra die roll.

Masteries should be super smooth and easy because they are going to be EXTREMELY common. This isn't a spell where you are dealing with 1 per round and often they are saved for key moments..... things on attacks will get spammed constantly, and so need to be very fast and smooth mechanically.

Yup. They have got all of 4e's at-will powers to look at and draw from. Most of those are very straightforward. I would prefer if they were simple and easy to run.
 

I’d prefer for the fighter (and others) to have combat maneuvers instead. The masteries are better than nothing, but to me they probably add too much to track for too little gain (talking about things imposed on the target until the attackers next round, etc.)

Still think they could go farther, and maneuvers allow for that
 


I’d prefer for the fighter (and others) to have combat maneuvers instead. The masteries are better than nothing, but to me they probably add too much to track for too little gain (talking about things imposed on the target until the attackers next round, etc.)

Still think they could go farther, and maneuvers allow for that
Yeah I feel like we can polish these manuevers a little more and even encourage more weapon switching (which to me is part of the point right, we want fighters to try different weapons).

Something like

Vex: You have advantage on attacks with this weapon against a creature until the end of your turn. Once used, you cannot use this property against the creature for 24 hours.

So now its quicker to resolve. Ok I pull out the weapon I get advantage on all attacks, simple easy, my attack rolls are all the same. Then the property is done, and now maybe I decide to switch weapons to get a different property.
 




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