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General Tabletop Discussion
*Dungeons & Dragons
Do you actually like weapon masteries?
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<blockquote data-quote="Quickleaf" data-source="post: 9009964" data-attributes="member: 20323"><p>I'm on the fence.</p><p></p><p>Conceptually, the idea that Fighters (I'd prefer it just be fighters, but "warrior" type classes is ok too) can do more with weapons than others? I really like that!</p><p></p><p>However, I see a bunch of problems with the playtest's implementation...</p><p></p><p>a) They're shifting any conversation away from what Fighter-types do in a broader sense (including exploration and interaction) to a very narrow zoomed-in view on what they do with weapons in combat. My opinion is that's to the detriment of the game. Compared to other D&D players, I'm likely in the minority about this. C'est la vie.</p><p></p><p>b) Mostly, these properties <em>feel</em> milquetoast or underwhelming, especially compared to Basic D&D's weapon mastery or PF2e's proficiencies which kind of replicates what BD&D did.</p><p></p><p>c) They're probably going to slow combat down at least a little bit.</p><p></p><p>d) Which property is applied to which weapon feels nonsensical.</p><p></p><p>e) The Fighter's ability to change/add weapon mastery properties during a Long Rest feels out of touch with "a master of combat" being able to adapt weapons on the fly to, say, push with a maul rather than topple.</p><p></p><p>What if a Fighter instead had a choice of 'mastery paths' that incorporated some of this stuff, plus a bit more story...</p><p></p><p><strong><span style="color: rgb(251, 160, 38)">Woodcutter</span></strong></p><p>Wood wise and handy with an axe, you are skilled in identifying types of wood and felling trees. Gain Survival proficiency. Wooden creatures (plants, constructs, casters benefiting from <em>barkskin</em>) suffer vulnerability to damage from your axe attacks. Likewise, when using an axe to chop down a wooden door or barricade, you deal double damage. When you wield a Handaxe it gains the Vex property. When you wield a Greataxe, it gains the Cleave property.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9009964, member: 20323"] I'm on the fence. Conceptually, the idea that Fighters (I'd prefer it just be fighters, but "warrior" type classes is ok too) can do more with weapons than others? I really like that! However, I see a bunch of problems with the playtest's implementation... a) They're shifting any conversation away from what Fighter-types do in a broader sense (including exploration and interaction) to a very narrow zoomed-in view on what they do with weapons in combat. My opinion is that's to the detriment of the game. Compared to other D&D players, I'm likely in the minority about this. C'est la vie. b) Mostly, these properties [I]feel[/I] milquetoast or underwhelming, especially compared to Basic D&D's weapon mastery or PF2e's proficiencies which kind of replicates what BD&D did. c) They're probably going to slow combat down at least a little bit. d) Which property is applied to which weapon feels nonsensical. e) The Fighter's ability to change/add weapon mastery properties during a Long Rest feels out of touch with "a master of combat" being able to adapt weapons on the fly to, say, push with a maul rather than topple. What if a Fighter instead had a choice of 'mastery paths' that incorporated some of this stuff, plus a bit more story... [B][COLOR=rgb(251, 160, 38)]Woodcutter[/COLOR][/B] Wood wise and handy with an axe, you are skilled in identifying types of wood and felling trees. Gain Survival proficiency. Wooden creatures (plants, constructs, casters benefiting from [I]barkskin[/I]) suffer vulnerability to damage from your axe attacks. Likewise, when using an axe to chop down a wooden door or barricade, you deal double damage. When you wield a Handaxe it gains the Vex property. When you wield a Greataxe, it gains the Cleave property. [/QUOTE]
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Do you actually like weapon masteries?
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