FitzTheRuke
Legend
I have no idea. Gonna try them tomorrow and the next day and see how they are. Then I will get back to you.
Too much sense, not complex enough. Saying that somewhat facetiously.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.
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.Do you like it? Why?
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.(And, in fact, they will, since Fighters can arbitrarily assign any mastery to any weapon.)
Then all the weapons would be the same. Part of this is to make great axe and great sword different.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 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.
I find them to be very interestingI'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.
No, fights can switch around masteries only on weapons which qualify for that mastery. It's not any.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.)
It adds great interesting options for fighter-types which otherwise were often the domain of the spellcasters or feats.Do you like it? Why?